Suggestions for the next RPG Maker

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Engr. Adiktuzmiko

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if you make a list of custom features and they add it, then it's not custom anymore... XD


but yeah, dynamic feature removal/addition would be nice...


for the attack thingy though, there are lots of workarounds, and they're quite easy... Personally I'll just remove the default attack command, that way, those people who just press attack won't be able to do it!!! hahahaha!
 

Tsukihime

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However, I think what the underlined message here is, regardless of what suggestions EB accepts or disregards, the one thing we're really asking for is to have something much more flexible right out of the box.
When I read the suggestions, I don't see "we want a flexible engine."


Instead, I see "we want all these features built-in for us."


I'd find it difficult as a developer to try to make a business case, when they could easily say "well, they've got those note-boxes, they can just write it themselves! You see? They're already doing it. It was an excellent decision to put more note-boxes everywhere"


And ya...VX only had like 4 note-boxes, and suddenly in Ace they've got 12.


Though I'd like to see some note-boxes for enemy actions and animations. Perhaps Degica would even add it themselves.


But think about flexibility...ya it's pretty terrible


Audio handling is not flexible.


Mapping is not flexible


Animations are not flexible.


Graphics are not flexible
 
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Tigersong

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I hope to see a lot more animal sprites someday. Surely I'm not the only member interested in making animal-only games...?
 

Engr. Adiktuzmiko

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When I read the suggestions, I don't see "we want a flexible engine."


Instead, I see "we want all these features built-in for us."
Yes... IMHO, the engine is quite really flexible already... Now if only they will allow editing of the hidden classes for example, then that's more flexibility...


I think one thing that makes it unclear is the fact that a lot of people don't wanna touch anything about scripts... which is somehow not a good thing IMO because the scripts are somehow the core of the Maker, which is why editing it (or creating new ones), have a lot of power... Plus it's a built-in feature, so better use it...


And from all other creators/engines that I've tried, the RM series have the most amount of built-in features... In the others that I've tried, you won't get anything good without scripting something... and on top of that, the maker doesn't cost too much...


I really hope they will put one of the most wanted feature, unlimited layers... and maybe add support for dynamic layers too if possible (like you can move an event from 1 layer to another using commands)
 
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Tai_MT

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Yes... IMHO, the engine is quite really flexible already... Now if only they will allow editing of the hidden classes for example, then that's more flexibility...

I think one thing that makes it unclear is the fact that a lot of people don't wanna touch anything about scripts... which is somehow not a good thing IMO because the scripts are somehow the core of the Maker, which is why editing it (or creating new ones), have a lot of power... Plus it's a built-in feature, so better use it...

And from all other creators/engines that I've tried, the RM series have the most amount of built-in features... In the others that I've tried, you won't get anything good without scripting something... and on top of that, the maker doesn't cost too much...

I really hope they will put one of the most wanted feature, unlimited layers... and maybe add support for dynamic layers too if possible (like you can move an event from 1 layer to another using commands)
I know why the scripts feature exists... I just wish it was more like "download the script, paste it into a folder, designate file path from inside the maker" instead of "copy and past supermassive walls of text and other stuff in this very specific section and hope it doesn't conflict with anything else".  I also wish there weren't scripts out there for things that could be done with the RPGMaker itself.  I usually see people asking a question like "how do I make a door opening animation?" and then there's like thirteen replies of "use this script!" as a solution.  I like scripts that would cut down on massive amounts of coding, but don't like scripts that really add nothing to the program and are kind of just there to be lazy.  I also like scripts that add something to the program that didn't exist before.

Beyond that though...  I mean, what more is there to do?  You could probably just take a look at the most popular scripts in VX Ace and simply turn them into program features to begin with.  Might be an easier list for a Dev Team to handle.
 

Engr. Adiktuzmiko

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well making the system work "smart" via something like auto-organizing the scripts inside the engine so that you don't need to place it on specific places might be nice... though not all people might actually like it...


anyway, a really nice thing to add to the scripting is auto-complete and intellisense... that would be make scripting easier, and beginners can learn faster since they will now be able to view the available methods... :)
 

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My only complaints about Ace are very few in number.

I very much dislike how mapping and auto tiles in general are handled.

XP did it better, because now i can't have angled corners on masses of land very easily.

I would really like to not have to do paralax mapping, so i would hope they fix that in the next version.

My only other complaint is the screen sizes, there is no wide screen.

My monitor is 1360x768, and it does not fill that when the game is in full screen, and i just very much dislike the black borders.

(a good screen size i think would be 850x480, that could then stretch out rather well into wide screen)

I guess the other thing i dislike is how regions are handled, not a big fan of imposed limits on such things.

Would be nicer to set how many you need or would use.

I'm having to script around the limitations as i have already run out of areas for my overworld map.

One could say i just suck at managing it, but in reality.. if you have a BIG map with a lot going on at different points in the game, to where you need plenty of monster areas, it's hard to manage.

It was a GREAT idea, but to me it just kinda falls short.

And that's all i got, i would love if those things could be changed out in the next version.

Oh yeah, and as mentioned.. i should not have to script fogs.. that should have stayed in from XP.. lol.. minor gripe though.
 
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Pugh95Bear

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1. I actually prefer scripts than plug-ins. At least you can script anything you want/ask and hope a kind soul is out there, instead of waiting for plug-ins.


2. 32x32 is actually industry standard size for tiles. We have HUGE resolutions now. If you want to make it smaller, go with 16x16. Overall I think RPGMaker should go the IGM route, changeable resolutions. Make us pick if we want 16x16/32x32/64x64 etc. tiles.


3. While we're at this, please return the autotile format the same as XP so we can make curved corners easier.


4. Battle systems are iffy, I like the DBS VXace has right now. If by anything, TP needs to have better control. The more features it has, the harder it is for the users to customize them.


Synthesis and stuffs are something users should do as they get better with the program...


The reason that keyboard and mouse things aren't really viable is that RPG Maker support gamepads and people use this!


You mean auto-play? Not sure if do want. Windowskins should be something you can easily do in GIMP/Paint.NET/Photoshop/Paint Shop Pro/Image Editing Program here. At least they allowed you to change the colors of the gradient of the Windowskin easily now instead of changing the hue and saturation through an outside program.


I agree and disagree with more formats for movies, but .ogv isn't that bad at all. Since the goal is less filesize as much as possible. There are converters for .ogv too that are pretty good and free!
1. Plugins would make it easier for those of us who can't script/barely understand it. Besides, nothing was said about completely removing the scripting for those a LOT more advanced.


2. Sounds good.


3. Curving corners would be beautiful.


4. Refer back to the plugin/scripting thing from my response from 1. Also, variety would be nice in the system. Perhaps the best option would be to make an entirely new tab in the Database JUST for the battle system. This way, people can easily select settings that are commonly sought after from other side view battlers to determine how they want their battles to look. This would include things like the sideview or nonsideview style, ATB/Real time, whether or not to show enemy names/health, and many other options including, but not limited to, things HUD related.
 

Engr. Adiktuzmiko

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1) What's the difference between applying a plug-in and a script? I don't see much difference... aside from plug-ins are "plug-and-play", but most things that people want cannot be done as plug and play (mostly they need at least minimal editing) so I don't think plug-ins will actually be better or a good addition to scripting...


or do plug-ins mean that they actually appear as something like a new tab which looks like the database? though really, as a scripter, I think that means doing plug-ins are HARDER than doing scripts (for the one that makes them, because aside from the core, you need to make some kinda GUI for the user), in which case, I wouldn't want to make a plug-in...
 
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Eschaton

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I want actors and enemies to use the same methods.  Scripts that apply to actors should apply to enemies, too.  Homogenize enemies and actors.
 

Tsukihime

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I want actors and enemies to use the same methods.  Scripts that apply to actors should apply to enemies, too.  Homogenize enemies and actors.
This is mainly a design decision: should enemies have levels, equips, classes, exp, and so on. Should enemies have a "menu enemy" where you can manage enemies from the party menu. The RM devs decided no, and so that's why the editor does not provide a way to set up enemies the same way you would set up actors. Maybe this is carried over from previous RM systems, maybe they don't think enemy classes make sense.


Those are the only differences between actors and enemies; they are still all battlers that share all of the common battle logic.
 
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ShinGamix

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Why doesn't RPGM (VXA) have an available skin feature for the program??? That would be a great idea!
 
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Tsukihime

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Why doesn't RPGM (VXA) have an available skin feature for the program??? That would be a great idea!
You mean the window skin in-game?
 
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djDarkX

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Probably, but that's easy to change in scripting if you want more than one skin and want to switch between them.

The one thing I'd want more than anything is unlimited layers (or at LEAST more than the visible two).  I have another program (which I shall not name) that can easily create multiple layers (as many as I wish) and it makes for easier mapping, but it wasn't really made for tile mapping unless you painstakingly do it one tile at a time in the editor.  Another thing would be flexible collision (collision for pixel-based movement or tile-based movement) that isn't restricted to 32x32 squares.  Like, having a 32x32 character (or any size really) be able to move in 16x16, 8x8 and so on and still allow for collision against 16x16, 16x32, 32x16, etc. dimensions based on a "hitbox" that can be done in the editor.
 

Engr. Adiktuzmiko

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The one thing I'd want more than anything is unlimited layers
I think that's the most sought after thing in this thread... Seriously, we all want it... XD
 
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1) Sideview battle systems (quicker battle is better)

2) Outdoor-map generator

3) Bigger resolution

4) Can convert your game to smartphone / handled games

5) Auto-file backup

6) Better way to manage random encounter

7) Fogs
 

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1) Sideview battle systems (quicker battle is better)

2) Outdoor-map generator

3) Bigger resolution

4) Can convert your game to smartphone / handled games

5) Auto-file backup

6) Better way to manage random encounter

7) Fogs
1) Battle Scripts

2) Really?  Seems pretty useless.  Even the dungeon generator is useless for most people.

3) You mean past 640x480?  Yeah, okay.  That would be fine.

4) That's a problem with getting Ruby to work on other devices, or else it would already be possible.

5) I agree.

6) Scripts.  Also, random encounters seem to be pretty easy already to manage anyway.  Region ID's, weight, etc.

7) ^ See 6.

I'd like to add an addendum to my suggestions.  Sprite display correction like in XP where if a tile is starred, but the character sprite is tall enough to be cut off through due to the tile, but is under it (y-coordinate) that is displays correctly, like when using "Same as Character" for an event.
 

Alexander Amnell

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I'm sure someone has thought of this before but here's what I'd like to see. Notetags for variables. What I mean by this is that when you give a variable a specific value you should have the option of writing a few lines of text in a notebox that will show up in every instance that that variable has that value within the editor. The reason for this is because I'm making most sidequests in my game multifaceted in that there are different ways you can complete them and they effect other events later on. So to do this I'm using a variable per quest and changing the value based on what stage in the quest you are (I'm up to 13 in the first sidequest, which is why I don't use switches.) But it is sometimes confusing to remember what variable value = what approach the player is taking especially when it involves several events. Right now I'm just using a reference sheet, which is fine... but it would be a cool feature to include next time as I'm sure I'm not the only person who has to do this.
 

amerk

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I've suggested a lot of these before, but I'd like to reiterate them again, along with some other ideas:

Map Properties:

EB could do a lot more with Map Properties. If they built in more default options through the Map Properties, this could save the user a lot of time in the longrun.

* A dial within the Map Property that turns saving from the menu on and off for that particular map. These could be on by default, and whenever there is a map the developer doesn't want them on (or wishes to use save points instead) they would just uncheck the dial.

* Indicating certain items that can only be used on certain maps. So, for instance, you have a tent or sleeping bag that should only be used on the world map, but not in town or in dungeons. In the database, you would add to the item use (ie., battle, menu, key, etc) and add the option of "Map". That item would then be a useable item, but it won't be available for use (even if it's in your inventory) unless it's checked in Map Properites, and only then would be available for just the maps where it's checked.

* Switches or Conditions to control what types of encounters take place at different times. So basically, I add slimes as the random encounter in Map Properties for a given map. I then indicate that random ogres would replace slimes if Switch X is on. If some event occurs in my game and I flip Switch X, if I were to revist this map, random ogres would attack me instead of slimes.

* Allow the player to choose the battle and victory music for each map in map properties, like you do with map bgm's. These can still be overridden with events, if necessary.

Map Areas, present in VX, replaced with regions in Ace:

* In VX, we had map areas where we could set up encounters. This was removed in Ace, and we received regions instead. I vote to keep regions in place (if not improved upon) but bring back map areas for a completely different purpose: use map areas to control changes that should occur in the parent map when conditions are met - like if a village gets destroyed.

* As it stands right now, we can only change a map through events or by creating a duplicate map with all the changes. If we're planning a lot of changes, or we need a new tileset to paint over the existing map, events won't cut it, so we need to create a duplicate map. And then we need to remember to add a switch so the new map shows and not the old, and to go back and alter all of our transfer events based on the switch. If the changes occur to the world map, that could be dozens (if not hundreds) of events we need to fix, for every area (village, dungeon, etc) that exits out onto the world map.

* With Map Areas, this could be fixed to better suit the user. Basically, we design the parent map first. And then we choose map area (like in VX), which duplicates a copy of the parent map. In the new map area, we can select a completely new tileset and/or repaint the areas that are changing with new tiles and events. The area maps would be switch-driven, so they won't turn on and override the parent map until the switch for it has been turned on.

* Once that switch for the new map area is turned on, any entry points that previously went into the old parent map would now enter the new map area. This would only effect transfers that were previoulsy not switch-driven.
 
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