Suggestions for the next RPG Maker

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Engr. Adiktuzmiko

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I think he means so that if you modify the actor face on the database, any MESSAGE BOX that is set to use that actor's face will automatically update... I think Yanfly's message system actually has the option... something like \F[id] so that it auto-uses the face of that actor...


that is actually a nice thing to add... it's not really being lazy... Can you imagine going thru all events that shows that actor's face in the message boxes and modifying each one just because you suddenly needed to change the actor's graphics???


And really, it's not hard to do... it's can just be like YF's system, it's just another Escape Character sequence...
 
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Zoltor

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I think he means so that if you modify the actor face on the database, any MESSAGE BOX that is set to use that actor's face will automatically update... I think Yanfly's message system actually has the option... something like \F[id] so that it auto-uses the face of that actor...

that is actually a nice thing to add... it's not really being lazy... Can you imagine going thru all events that shows that actor's face in the message boxes and modifying each one just because you suddenly needed to change the actor's graphics???

And really, it's not hard to do... it's can just be like YF's system, it's just another Escape Character sequence...
If that is what he meant, then ok.
 

Engr. Adiktuzmiko

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I'm sure it is coz the top of his post says MESSAGE BOXES... :)
 

Engr. Adiktuzmiko

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really useful...
 

cybrim

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System Test feature like in RPG Maker 3 for Playstation 2, it would tell you what part of the game used up how many of your available resources.
 

Tsukihime

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I don't know if this has been said (even by me), but I think the next RPG Maker should have a tab on the database in which the user can define parameters.  Any parameter.  Almost limitless parameters.  Create them, delete them, whatever.


More flexibility for the non-coders.
What are non-coders going to do with those new parameters?
 
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Eschaton

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What I meant was:
*Define parameters in the Database just like you'd define an element or weapon type

*They appear on the GUI in-game
 

Andar

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What I meant was:


*Define parameters in the Database just like you'd define an element or weapon type


*They appear on the GUI in-game
She probably did understand that - and your answer still doesn't answer her original question:
What are non-coders to do with the new parameters?


Withour programming knowledge, the only way to make those new parameters funnction would be like the current ATK, MAT, DEF and MDEF: used nowhere but in the damage formulas.


OK, I admit that it might be nice to have one or two more parameters to use for different skills, but it's useless to make the option for a higher number of parameters if you can't use them for anything but the damage formula - and you can't do that without scripting knowledge.
 

Engr. Adiktuzmiko

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yeah... new parameters won't be useful unless you dabble with scripts...


Let's say I define a new parameter, named Eschaton... so now it appears in-game in the menus probably... the question now is what's next? does the game use it? NAH...


So let's make it such that every equipment/item on the database can add to that custom parameter? Okay, that's nice... but then again, what's next?


If they include the option to add new parameters, they will also NEED to apply new options... like equip conditions and also be able to check those new parameters in events so you could use them as conditions etc so that you actually have a use for those new parameters... else, it will just be like instead of scripters doing their own notetag parser, the engine auto-parses it for you so you can directly use it...
 
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amerk

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It might be better for RM to come up with more parameters by default, already worked into the scripts, and then allow the user to decide which paramters to use at any given time.

Although, to be frank, I'd have to know specifically what new parameters would be necessary.

HP, MP, Str, Def, Agi, Spi, Luk are about all I every really need.

I do hope that they balance out the efficiency better for the next RM, so it doesn't just rely on the strongest attack. So if you have a sword that has both the slash element and a fire element, and you go up to an enemy that is immune to fire but weak to slash, instead of getting all the effects of the slash and ignoring the fire, it would balance the two elements out so it would only hit the enemy for around normal damage.

This can be done already with scripts, but it would be nice if it could be setup by default.
 

Zoltor

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Mini map quixk navigation system for the editor(the mini map could be under the tileset display.

I was kind of sad when I found out RPG maker didn't have such a feature. Not only does such allow you to view your entire map at a glance(not just what fits on screen), but clicking any spot on the mini map, instantly bring you to that exact spot.

Also being able to zoom in on the mini map would be sweet as well.
 

Engr. Adiktuzmiko

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you could always zoom out the map itself... I'm not entirely sure if a minimap could really help since the space for the minimap will be small too...
 

Tsukihime

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If anything, it allows you to jump to a particular position on your map instantly. That is a lot better than scrolling.
 

Zoltor

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you could always zoom out the map itself... I'm not entirely sure if a minimap could really help since the space for the minimap will be small too...
Actually size doesn't matter so much, and yea the zoom in feature on the mini map Isn't a must, but if a mini map is being added, why not(It's a small pain to need to keep zooming in/out your actual project map opposed to doing such with a mini map display.

3in or so by 3in is really all you need, It's for navigation, not actually editing your map. It would fit into even the current RPG Maker  editor no problem.

give me  a sec, I'll SS a example of such a feature.

Aleasia Square mini map display.png

The top left box is the mini map, so yea not very big at all.
 
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TroyZ

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oh ya i'll add one more suggestion, next RM must have autosave feature just like Microsoft Office so your project won't messed up when the electricity is going down. my experience that when editing scripts and the electricity suddenly went off, then my project that i was edited before, they were all corrupted ;_;
 

Andar

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oh ya i'll add one more suggestion, next RM must have autosave feature just like Microsoft Office so your project won't messed up when the electricity is going down. my experience that when editing scripts and the electricity suddenly went off, then my project that i was edited before, they were all corrupted ;_;
That has nothing to do with autosave - autosave can only prevent lost work.
If the file was corrupted, then it was open and accessed at the time of power-loss. And that will also happen with autosaves - if the file is processed during powerloss, there is a good chance that it will be corrupted - destroying the data even with autosave.


However, autosave would still be a nice feature to prevent data loss in other cases.
 

Engr. Adiktuzmiko

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I think what you want is the restore last working blahblah...
 

Korimax

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I desire RPG Maker VXP even if it never does occur.

Basically a RPG Maker that combines the best of RPG Maker XP and VX (Ace, because its just super VX in a sense).

  • XP's Mapping System and VXA's Mapping system combined. With Layers from XP and Tabs from VX(Ace). Alongside the automatic ability of being able to switch to a different tileset for a specific tile(s) without everything else mapped being changed to that tileset.
  • Personally I would prefer that the new RPG Maker would have RGSS3 because well, there are already scripts for it, and even if the next one were easier to code, its probably easiest if we could keep the old scripts already made.
  • The Database from VX(Ace), because its much more efficient and easier to use compared to XP's if only a little.
  • XP Sized Characters, not necessarily XP Style (Though that would make things easier if one owned XP) but just XP sized because well, I'm just not a fan of Chibi sized characters... I could be the only one on this one though.
  • An Alchemy sort of system script built into the maker, I mean maybe a shop of sorts, but it just suprises me that by this point it isn't built in yet because well, its quite useful for most games. (Again could just be me.)
  • Lastly I would want more RTP resources with the new maker because well... more resources are always welcome.
Thats my dream RPG Maker (Well until I can think of more things I want but that is about it).
 

TroyZ

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I think what you want is the restore last working blahblah...
what i need is just to make the autosave works just like Microsoft did in their Office softwares. even it'll be small chances to restores even at the powerloss, but still as temporary data it'll have its own backup as autosave so you won't be afraid when the powerloss at the moment of doing the projects will corrupt it. :)

I desire RPG Maker VXP even if it never does occur.

Basically a RPG Maker that combines the best of RPG Maker XP and VX (Ace, because its just super VX in a sense).

  • XP's Mapping System and VXA's Mapping system combined. With Layers from XP and Tabs from VX(Ace). Alongside the automatic ability of being able to switch to a different tileset for a specific tile(s) without everything else mapped being changed to that tileset.
  • Personally I would prefer that the new RPG Maker would have RGSS3 because well, there are already scripts for it, and even if the next one were easier to code, its probably easiest if we could keep the old scripts already made.
  • The Database from VX(Ace), because its much more efficient and easier to use compared to XP's if only a little.
  • XP Sized Characters, not necessarily XP Style (Though that would make things easier if one owned XP) but just XP sized because well, I'm just not a fan of Chibi sized characters... I could be the only one on this one though.
  • An Alchemy sort of system script built into the maker, I mean maybe a shop of sorts, but it just suprises me that by this point it isn't built in yet because well, its quite useful for most games. (Again could just be me.)
  • Lastly I would want more RTP resources with the new maker because well... more resources are always welcome.
Thats my dream RPG Maker (Well until I can think of more things I want but that is about it).
next RM won't stand at the old RGSS though >_> they need to be updated with the time (if you say like next RM should stay at RGSS3, then why VX and Ace didn't stay at RGSS1? simply because it MUST get updated with more cleaner and less messy code to understand and to work with)

alchemy system, it can be done with scripts without waiting for the next release of RM >_> how long you'll wait for the next RM release just to use it's alchemy system? nah for me if it's all that can be done with making scripts, then i won't include it in the next RM suggestions :D

more RTP resources, but i hope that the "more" things in here is not just the size of the RTP, but the quality and quantity should be more. just take a look at Ace RTP compared to VX RTP. it was just adding some RTP things in Ace and the default size of RTP rocketed into 200MB ++, woah it was far far far toooooo many compared to VX RTP :headshake: :headshake: more flexible RTP, maybe that's the right way to do. because "more" at quantity doesn't guarantee that it'll also "more" at quality ;)
 
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