Suggestions for the next RPG Maker

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Tsukihime

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Spellcheck would be great for the message system...one day.
There are plenty of tools to do spell-checking. I'm sure there are tools that will actively monitor any text boxes as well for spell-checking.
 

Little Paw

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Y'know, I think Yanfly created a lot of scripts that basically seem like "these are things that should have been in the program from day 1". I think you guys could learn a lot from implementing the functions of many of his scripts, such as:

https://yanflychannel.wordpress.com/rmvxa/core-scripts/ace-message-system/

https://yanflychannel.wordpress.com/rmvxa/core-scripts/adjust-limits/

https://yanflychannel.wordpress.com/rmvxa/core-scripts/extra-param-formulas/

https://yanflychannel.wordpress.com/rmvxa/core-scripts/party-system/

https://yanflychannel.wordpress.com/rmvxa/battle-scripts/battle-command-list/

https://yanflychannel.wordpress.com/rmvxa/battle-scripts/cast-animations/

https://yanflychannel.wordpress.com/rmvxa/battle-scripts/command-autobattle/

https://yanflychannel.wordpress.com/rmvxa/battle-scripts/death-common-event/

https://yanflychannel.wordpress.com/rmvxa/battle-scripts/element-absorb/

https://yanflychannel.wordpress.com/rmvxa/battle-scripts/extra-drops/

https://yanflychannel.wordpress.com/rmvxa/battle-scripts/victory-aftermath/

https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/jp-manager/

https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/learn-skill-engine/

https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/passive-states/

https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/skill-cost-manager/

https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/steal-item/

https://yanflychannel.wordpress.com/rmvxa/field-scripts/button-common-events/

https://yanflychannel.wordpress.com/rmvxa/field-scripts/region-battlebacks/

https://yanflychannel.wordpress.com/rmvxa/menu-scripts/ace-save-engine/

https://yanflychannel.wordpress.com/rmvxa/menu-scripts/system-options/

Heck, many of these were in previous RPG Maker titles. I don't see why most of these aren't added into the program by default.
 

Andar

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I don't see why most of these aren't added into the program by default.
Because not everyone wants them.
Yanfly has made several good scripts, but there are still bugs in some of them - and while I will use a few of those scripts, most of them are on my "do not want"-List.


Same goes for a lot of the about a thousand scripts on the master-script-list: often there are three or four (or more) scripts doing similiar things, because some developer didn't like the way one script worked and made a different script to place other options into the game...
 

Little Paw

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Because not everyone wants them.

Yanfly has made several good scripts, but there are still bugs in some of them - and while I will use a few of those scripts, most of them are on my "do not want"-List.

Same goes for a lot of the about a thousand scripts on the master-script-list: often there are three or four (or more) scripts doing similiar things, because some developer didn't like the way one script worked and made a different script to place other options into the game...
Well they don't have to use them then. That's why they call them options.

But I think it only makes sense for a lot of those features to be in the program as an option by default.
 

Andar

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But I think it only makes sense for a lot of those features to be in the program as an option by default.
They are optional now - the user just has to enter them into the script editor.
An engine where there are different ways to handle everything - as different as some scripts are - is basically not supportable.


Placing even only the most used options from the script into the default would result in probably ten times the needed support work, because no one could know which option each developer has activated - while currently we could easily ask them what scripts they've added.


The basic engine has to be linear or everything would become chaos...
 

Tsukihime

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Well they don't have to use them then. That's why they call them options.


But I think it only makes sense for a lot of those features to be in the program as an option by default.
Being "optional" doesn't mean not enabling it allows others to act like it isn't even there at all.


Something is optional because it was written in such a way that it would be optional. This is why when people say things like "I want a simple script that allows me to turn off one battle system and use another one with a flip of a switch", people say they don't really know what they're talking about.


More conditional branching occurs because you need to account for the possibility that a user enables or disables it.


Your code would be littered with "if this option is enabled, do this. Else, do that." And that's assuming all of the options are mutually exclusive. If for some reason having options A B E F and H enabled must be processed differently from having options A B E G and H enabled, you could have dozens of cases to consider.


To the end-user, of course, this doesn't matter, because all they care about is whether something works or not, but having that kind of messy code (where potentially 80% goes unused), would possibly make compatibility issues harder to deal with.


Have you ever tried to insert 200 scripts into your project, all of which add optional functionality but you decided not to use them, and had a working project?
 
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ShinGamix

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......Have you ever tried to insert 200 scripts into your project.....
Actually not to far from that on my current project but that what made that reply so interesting to me.

I actually think the bare essentials that enterbrain has done in the past few makers is fairly reasonable and nice to have as a base platform to go from.

Now if they could just combine the XP tilesets and VXA styles together I think everyone would be mostly happy.
 

amerk

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Placing even only the most used options from the script into the default would result in probably ten times the needed support work, because no one could know which option each developer has activated - while currently we could easily ask them what scripts they've added.
Not to mention about 10 times the cost. Seriously, if people had every possible feature added in by default, it could get as high as Unity ($1500) if not higher. The best thing about RM is that it caters well to the hobbyists and those who can't afford to shell out hundreds of dollars for a piece of software.

I'd much rather EB work on features which are near impossible to imitate with scripts that cater to every default feature simply because the extra step of adding in a script is too much for people to do.
 

Engr. Adiktuzmiko

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The thing to add actually is to make window (Class Window_BlahBlah) sizing and positioning have a variable-based set-up, so that users can easily modify them...


That would be easy to add for them and it won't really interfere with how things work in any negative way (as far as I can think of)...


anything other than that like adding most of YF's scripts, is IMHO, unneeded and might even cause lots of interference in case we then add new scripts...
 

Tsukihime

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The thing to add actually is to make window (Class Window_BlahBlah) sizing and positioning have a variable-based set-up, so that users can easily modify them...
What do you mean?


Like, non-scripters should be able to change the size of a window, and hope that the contents all figure out how to properly move themselves around to fit the new size?


Kind of like how web and mobile deveopers write their pages and apps so that you can resize your screen all you want and it still looks ok?
 
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Engr. Adiktuzmiko

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basically, yes... Actually, when you modify the window size, the contents seem to figure it out... at least most of them auto-adjusts...
 

Tsukihime

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basically, yes... Actually, when you modify the window size, the contents seem to figure it out... at least most of them auto-adjusts...
Asking contents to figure out how to place themselves correctly is like asking a program to figure out how to fix itself.


There are heuristics that you can use, but you'll likely end up with more complaints about how it doesn't look good.
 
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Engr. Adiktuzmiko

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Well, a lot of the windows does that by default (up to a certain extent, since doing things like minimizing a window too much that it cannot fit even a single content anymore will really cause problems)...

From my experience working with the windows, they are made to adapt... content rects are computed based on window dimensions, which is why they actually "auto-adjust" when you change dimensions... fitting things into the rects are a different matter though which the user needs to keep in mind...

and we can also just let the user set them anyway, it might need trial and error to make it look good, but a lot of people seem to want to be able to... and it's not much of a change that can affect the workflow of the windows since it's just changing the hardcoded values/computations into variables...

like changing

Code:
def window_width  return 160end
into
Code:
def window_width  return WHATEVER_VARIABLE_IT_WASend
 
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Tai_MT

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Two suggestions:  Change individual text boxes.  Right now, they're all the color you set in the Database and it can't be changed unless you got a script.  You used to be able to change the color of every single text box as you created it in programs like RPG Maker 2000.

The other suggestion?  I'd like some "emotion facesets" as well.  We have emoticons already for showing when a sprite is expressing an emotion, but this doesn't translate well to many of the "Hero" faces if you're using them in your text boxes to denote who is talking.  It's a little strange to see what looks like a fierce battle cry in the picture of the hero and then have him basically stricken with grief at a funeral over the death of his little sister.  It's a bit inconsistent and strange that one option might be there, but the other isn't.
 

Engr. Adiktuzmiko

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and maybe built-in option to put the face above the text box instead of inside it...
 

nio kasgami

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So many new Idea! 

Well Me I agreed with most of this thing..but I think is not a so big great idea of create a ''pre made'' battle system like XAS or tankentai because they really reduce personilisation and...you will imagine How it risk to be hard to understand and edit ??

Remove script....?

What ._.!? script are a good way to edit the system and make it unique I think whe should keep this....is a pretty important Tool in rpg maker

For me...I will really love if they can have the possibility to re-add the unlimited item fonction from rpg maker VX because is a little annoying to always have to create a  common event....

for the moment is all I think for amilioration...you have already named most of the thing I thinked...
 

Caustic

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So far, the most annoying thing I'm finding (besides struggling through long eventing sessions, which are mostly my own doing) is the limit on "unique" character creation. And that, so far, I haven't found a way to add additional options (not even something basic - like, say, color gradients for hair instead of the basic 8 [i think] color options listed) even if I could find the resources.

As well, the ability to add facial expressions that won't look awkward (or in some cases, nightmare-inducing @__@) onto a single character's portrait sheet without needing to Photoshop/GIMP them together would help. I'm probably over-complicating the process, but I love being able to see when characters (at least the main ones) are angry without resorting to speech-bubbles all over the place. Even just trying to figure out how to make characters look happy/sad/angry/etc. is a task that (in my opinion) takes longer than it really should and can produce some... frightening results if misused. :\

Also, maybe it's just me, but the head-on portraits also looks... off. The wrong face makes them look like they're staring into my soul!  ;_;

I know at the end of the day this is more of a gripe than a deal-breaker, that it might drive the price up a bit, and that it might be covered by DLC/add-ons (to an extent), but it would help make portrait creation more diverse.

*is grumpy ATM because there's no decent "Asian" look in VXA*
 

TroyZ

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i need less laggy and more flexible RGSS coming for :( it's a painful to know that even rotating sprite will cause much performance trouble in it ;_;
 

Tai_MT

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How about on the Left side of the text box even?  It'd be nice to have options to place the portrait on the left, right, and above the box!
 

2d_quest

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Character Generation Improvement

Age

Right now all the generated characters look pre-adolescent to young adult at oldest.  Having the choices below would allow a variety of different types of characters.

child, teen, adult, middle aged, old

Expression

The mouth for the portraits should allow these expressions.

smile, sad, angry, surprised

Portrait Profile (maybe)

I'd like the portrait to be in profile or the ability to select front view or profile, but that may be asking for too much change. 

profile, front view

I know the Character Generator isn't the most important thing in the software, but it would be more useful with these.
 
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