Suggestions for the next RPG Maker

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Tsukihime

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* 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.
These transfers should be using common events, but yes, having the map automatically figure out which one to show would be much easier.


If you have 5 events all transferring the player to the world map, you shouldn't be copying the event.
 
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Tai_MT

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Active Battle System.  Or, maybe, an option to do things this way or not.  No, I don't mean a la Secret of Mana.  I mean a la Final Fantasy 6.  A meter fills up (speed of fill up is based upon stats, buffs, etcetera) and then you attack.  Enemies have these same meters, but they're hidden from player view.

I think it'd be nice to be able to choose something like that.  Maybe even have health bars above enemies as an option.
 

Engr. Adiktuzmiko

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it's called Active Time Battle system... XD


I actually prefer to see the enemy meters too...
 
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Ed19

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Either Active battle system or turn-based battle system is good. Maybe it's better if we can change the battle system in middle of the game.

The most important thing is auto-backup. Essential program like Ms.Word already has auto-backup on it.

And few things I forgot to mention : Iconset editor. (example : changing hue of the icon, add more icon, etc.)

Bigger database would be better.
 

Berylstone

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A choice between different over-all battle schemes would be nice.

Though I would be satisfied with just a more detailed battle event editor.  Preferably one that allows the user to obtain targeted data a little more easily.

I would also like to see another 3D RPG Maker in the future.  A broader base of graphics to work with would be welcomed by me also.  Though I have to say this program does an insanely good job at making it easy to import your own stuff.
 
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Andar

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I would also like to see another 3D RPG Maker in the future. 
Sorry, there have been discussions about this before and the possibility of 3D has been denied for a lot of reasons - that isn't as easy as most people believe and it will have a lot of disadvantages.

Try searching the forum for previous discussions to learn more about why that won't happen.
 

Berylstone

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Sorry, there have been discussions about this before and the possibility of 3D has been denied for a lot of reasons - that isn't as easy as most people believe and it will have a lot of disadvantages.

Try searching the forum for previous discussions to learn more about why that won't happen.
I wasn't trying to say it was easy.   So if you got that out of my post it was an implication I never meant to convey.  

I was just trying to follow the spirit of the thread by offering some suggestions about things I would like to see.  The previous RPG maker I worked on was 3D and in some ways I do miss being able to craft a 3D environment.  Though I do prefer this newer version.
 

Engr. Adiktuzmiko

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Don't worry, no one said that you said it was easy...

that isn't as easy as most people believe
It was just that the 3D thingy has been discussed over and over and over...


@Isumi - I don't think it's a good idea... if you auto-backup the whole folder, you might end up having too much disk space allocated for backups especially if your RM project is quite huge and has too much custom graphics and audio...
 

Berylstone

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Don't worry, no one said that you said it was easy...

It was just that the 3D thingy has been discussed over and over and over...
Re-read my post Adik.  I said if my post implied I thought it was easy that wasn't what I was trying to say.  Since Andar brought it up I was just trying to clear that up just in case he thought that's what I was saying.

Far as the 3D-thing being discussed over and over... I didn't know that.  If I was bringing up a tiresome subject for you and him all I can tell you is I'm sorry.  I wasn't trying to bore anyone with my suggestions :)
 
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Engr. Adiktuzmiko

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Which is why I was just trying to clarify that it is mostly a general reply and not because your post implied :)
 
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Berylstone

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Which is why I was just trying to clarify that it is mostly a general reply and not because your post implied :)
Alright, that's cool.  I didn't take any offense to what Andar said anyway so it was no biggy  Even if he had thought I was saying it was easy it wouldn't have worried me. Sometimes my posts come off as defensive when they aren't meant to be.  I think it's a side effect of innate guilty conscious.
 

DS Piron

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@Isumi - I don't think it's a good idea... if you auto-backup the whole folder, you might end up having too much disk space allocated for backups especially if your RM project is quite huge and has too much custom graphics and audio...
...RPG Maker doesn't edit the things in the folder, I don't think?
Add to, yes, but not delete or remove...?


Perhaps Enterbrain could get away with backing up only the game file and scripts...
 
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Engr. Adiktuzmiko

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If you use custom resources then the resources will be on your game's folder... so if you auto-backup everything, then it will back them up too...


If we only back up the game data files, then yeah it reduces file size a lot... might be nice... :)
 
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Tai_MT

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Instead of a 3D RPG Maker, why not an Isometric View one?  You know, like Super Mario RPG for the SNES or a few other titles.  Maybe even having the option of the "Isomentric View" alongside the "Overhead Grid View".  I'd really settle for that one if a 3D RPG Maker is out of the question.
 

hian

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A simple 3d rpgmaker is perfectly viable while retaining easey access.

A simple environment constructer using blocks, like minecraft, with support for textures in a easily preset format using png or jpg pictures -

And a simple character designer using a similar set up, with slide functions for adjusting sizes and angles like you see in most mmo's, and you'd be good to go.

I would actually argue that this would make it easier to produce original looks for your game, than having people to draw custom sprites.

Add support for 2d prerendered backgrounds, so you could make games like FF7-9, and I'd be in heaven.

I don't need next gen graphics, I'd be fine with psx/n64/PSP level graphics.

In any case, drawing in 2d requires actual skill.

Putting blocks together and slapping a texture on it does not. The amount of work required to produce simple low res textures for a block like the ones in minecraft requires is nothing compared to drawing out a grass tile for vx ace.

I'd love an RPG maker like that.

Even easier, would be a 2.5d isometric engine so you could make games like breath of fire 3 or final fantasy tactics. This too, is completely viable.

Whether it would sell or not is another matter entirely.

But to pretend that it would be too complex, or make it harder for consumers to use, is pure BS.

What I would like to see, realistically speaking though:

- Pretty much vx ace with all thefixes and extra jazz that yanfly scripts do, native to the engine.

Specifically, common events to buttons, common events to tiles, casting animations, and state animations

- Pathfinder built in

- more options for enemy AI.

- More event calls for changing things in the database, like the ability to change sound effects, music beyond battle themes, and the various names and terms, like changing the name of gold etc.

- Slightly higher native resolution(640*480)

- Custom options for the title screen, as in specific unique sound effects for new game etc.

- Better keyboard support.

- Better message box options, like choosing what side the portrait appears on, showing two portraits at the same time etc

- Native font change support,so new fonts appear when you test message boxes in the editor

- effects for show picture command, like fade in/fade out.

- After battle, but pre-scene event options, so for instance I can change character sprites upon entering battle and have them change back after, before the scene fades in.

- More options for battle event conditionals, like upon death of certain/all enemies, MP%, state of one enemy effecting behavior of another, enemy A has low MP, so enemy B charges enemy A.

- native fog support.

- Native parallax map support, so that one can easily have a scrolling layer at the bottom(like the sky) and have a non-scrolling layer on top (the actual map).

- better inventory set up(the option to have several inventories etc)

- Event detection system.

Before someone goes "there are scripts for these", allow me to say -

Scripts often have bugs and compatibility issues. They are not optimal solutions to needs that could and should have been covered to begin with when you consider how necessary and useful they are.

The more you have to work with out of the box, the less you need to rely on scripts, and the more time and effort can be invested into the heavy mechanics that require heavy duty scripting like battle systems, platforming systems etc.

And, it's not like most of the features I've mentioned can't be added with minimum effort, for a negligible cost anyways, since they are possible to add using scripts made by the userbase.

Not having these features in a new release natively, would be laziness IMO.
 

hiromu656

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A simple 3d rpgmaker is perfectly viable while retaining easey access.

A simple environment constructer using blocks, like minecraft, with support for textures in a easily preset format using png or jpg pictures -

And a simple character designer using a similar set up, with slide functions for adjusting sizes and angles like you see in most mmo's, and you'd be good to go.

I would actually argue that this would make it easier to produce original looks for your game, than having people to draw custom sprites.

Add support for 2d prerendered backgrounds, so you could make games like FF7-9, and I'd be in heaven.
I guess that would be cool as it's own software, but if the next RPG Maker looked like Minecraft I would never upgrade. The adjusting sizes and angles won't be enough if you want the character to be a different style, like cell shaded/anime styles or a realistic medieval style. So again that would lead to difficulty getting resources for varied character designs.

I think prerendered backgrounds are fairly possible already with parallaxing.
 

Tsukihime

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And, it's not like most of the features I've mentioned can't be added with minimum effort, for a negligible cost anyways, since they are possible to add using scripts made by the userbase.


Not having these features in a new release natively, would be laziness IMO.
But none of the features you've mentioned took minimum effort to produce. They all required lengthy amounts of time and effort.
 
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Engr. Adiktuzmiko

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A simple 3d rpgmaker is perfectly viable while retaining easey access.


A simple environment constructer using blocks, like minecraft, with support for textures in a easily preset format using png or jpg pictures -


And a simple character designer using a similar set up, with slide functions for adjusting sizes and angles like you see in most mmo's, and you'd be good to go.
I'd rather have the current maker than have it look like minecraft...


Making low-res/low-def textures are easy, making high-res/high-def textures are not... textures for square blocks are easy, but textures for higher-poly models (like characters) are not...


and if we're gonna go block-style like minecraft just to make 3D easier, I'd just stick to VXAce...


and yeah I agree with Tsukihime, those scripts took a non-minimal effort to make... just because they were made by non-professionally working scripters doesn't mean that they were made with minimal effort...

effects for show picture command, like fade in/fade out.
Can be done via eventing right now...
 
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ShinGamix

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You mean the window skin in-game?
No I mean the interface be skinnable.

and a ridiculous idea..backwards compatibility!!! HAHAHAHAHHAHA!x1000
 
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hian

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Having pictures fade in and out requires you to spend ridiculous amounts of time setting up tons of show picture commands with various degrees of opacity, that does not equate to what I mean by native support. It's a cumbersome workaround for something that could easily by achieved by one simple command.

As for graphics - that's a matter of taste. Minecraft is one example, but there is no reason why you wouldn't be able to do something on par with n64 ocarina of time etc while still keeping things reasonably simple.

As for scripts - I dont know what you consider effort - but we're comparing the products of paid employees producing something that sells for profit, and making edits to a product that already has a functioning base and an open source for reference.

Sure they've made an effort, but that effort is negligible in the broader context of what the software actually is.

Edit: to clarify, I'm not saying creating scripts are a negligible effort in and of itself - I'm saying that to seasoned professional programmers that have already made the software, making the add-ons that yanfly etc have made, would be a negligible effort.

It isn't unfair to ask a company to ship a product with a feature that could have been added with a few more lines of code, when you consider the vast amount of code that has already gone into it.

Finally, as for parallaxing - it doesn't allow you to reproduce what I was talking about, so that point is moot.

Post snes era games with prerendered backgrounds have models moving on three separate axises. Rpgmaker only support two.

Adding support for a third axis would allow us to make psx era level graphics at minimal effort and cost.

That was my point.

More advanced graphics is only cost and access detrimental if we're talking about modern standards of 3d graphics.

I find it strange that people here jump to that kind of paradigm when most of you seem perfectly fine tinkering with extremely dated 2d graphics.
 
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