Suggestions for the next RPG Maker

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Zoltor

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so you do hear a level up SE when you level up? coz me and Selchar don't hear anything...
I haven't got around to changing all the enemies yet, so haven't leveled up at all(I'm to busy working on mapping, events,  systems, and special function items). Are you telling me there's no lvup SE at all? Oh no I can't allow that, there has to be a lvup SE when you lvup, It's "law". Looks like I'll be using a script to change that.

I can't believe I need to suggest this(but if that's the case), I suggest the ability to asign a SE to the act of leveling up(have the option in the system tab).
 
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numfanklewhat

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I just want unlimited layer for tile mapping and unlimited tilesets for each map with bigger sheet, also no more blocky autotile please (XP does autotile right), that's all.. :(
 

Zoltor

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I just want unlimited layer for tile mapping and unlimited tilesets for each map with bigger sheet, also no more blocky autotile please (XP does autotile right), that's all.. :(
I don't see much point in unlimited layers(more perhaps yea, but how many things could you possibly want layered on a single cell), but omg yea, unlimited Tilesets is so a must.
 

2d_quest

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Additional Audio Ideas

            BMGs

                        -inns (for when you're not sleeping), weapons shops, armor shops, items shops

                        -town music (a few more serious less whimsical)

                        -a second version of Scene 1 without police sirens

                                        (the one with them would be fine in a sci-fi or modern era game,

but it doesn't fit with the medieval age theme)

            SE

                        -screaming villagers (think there's a female one but no male one and no group)

                        -kiss (if you have any romance subplots)

                        -ah (disappointed sound)

                        -ah ha! (for if you solve a puzzle, find treasure, or find out something)
 
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Engr. Adiktuzmiko

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the BGMs are nice... but for the SE, why not just record your own? there might even be audio for that around the net already that can fit, and usable for free...
 

Anruth

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I've only had the program for about a month. But 2 things I'd like to see in the next RPG Maker:

1: Easy way to handle screen sizes.

2: Online Multiplayer. Doesn't need to be MMO, but it would be awesome to have say 4 friends log on and play together.

    I would have to say Enterbrain is missing the boat on this one. I would think thier sales would go through the roof if this

    were a feature.
 

DS Piron

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2: Online Multiplayer. Doesn't need to be MMO, but it would be awesome to have say 4 friends log on and play together.
    I would have to say Enterbrain is missing the boat on this one. I would think thier sales would go through the roof if this

    were a feature.
...How many RPGs tend to have local multiplayer, let alone online?

It might not be worth it for something that not enough people will use,
 

Tsukihime

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I would have to say Enterbrain is missing the boat on this one. I would think thier sales would go through the roof if this were a feature.
What makes you think that?
 
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Engr. Adiktuzmiko

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@Anturh - you do realize that it will need some kind of server if you want to do that kind of Online Multiplayer right (logging on and everything)? Then also, how about saves? doing it this way, it will probably be better to autosave all data server-side than saving locally then synching... Either way, the save system will need to be remade. Or they might make two versions of the save system, one for SP, one for MP.


Anyway, I don't really think it's missing the boat just because it doesn't have that capability...
 
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Tsukihime

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@Anturh - you do realize that it will need some kind of server if you want to do that kind of Online Multiplayer right (logging on and everything)?
It doesn't have to. Server-client architecture is only one way to implement it.
 

Engr. Adiktuzmiko

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yeah, I know that client-client can be done. but he wants a log-on system, I'm not sure if you can effectively replicate that without only 1 centralized registry. though of course, it can be a "dummy" log on system :)
 
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Tsukihime

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"Log on" can be as simple as you joining a game room. You definitely don't need a central server to implement that.
 

Engr. Adiktuzmiko

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yeah, as I said above, it can be a "dummy" log on. XD
 

Tsukihime

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There is nothing "dummy" about it. You don't need a central server that stores authentication information. Just because you're not going through someone else's system doesn't make it "dummy"
 

2d_quest

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the BGMs are nice... but for the SE, why not just record your own? there might even be audio for that around the net already that can fit, and usable for free...
That's true, I could do so.  I think the SEs could be used generically enough that they might come in handy to other users too though.
 

Engr. Adiktuzmiko

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I call it dummy because it's not an account log-in... that's all. plus dummy is just a name, there's really no difference I guess if we add or remove it there. I'd stop calling it dummy if ur too bothered about it.


@2d - maybe people should start recording gesture sounds and share it here. :)
 
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Anruth

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Have you guys ever played or created content in Neverwinter Nights? The first one not NWN II.

It was awesome.

If you don't understand how much Multiplayer would add to RPG Maker, Neverwinter Nights would be something to try.

If Bioware had created thier own system and not partnered with Wizards of the Coast (D&D) and allowed developers to

sell thier games/adventures commercially. I think we'd be creating using their toolset right now.

I'm not disrespecting RPG Maker. It is awesome, but multiplayer options would catapult into Legendary status. At least for me. And if we're speaking cost, I'd pay $200.00 for RPG Maker with that added feature. And trust me I'm not rich by a long shot.
 
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Andar

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If you don't understand how much Multiplayer would add to RPG Maker, Neverwinter Nights would be something to try.


I'm not disrespecting RPG Maker. It is awesome, but multiplayer options would catapult into Legendary status. At least for me. And if we're speaking cost, I'd pay $200.00 for RPG Maker with that added feature. And trust me I'm not rich by a long shot.
We do understand the interest and value of Multiplayer - there have been more than enough requests for multiplayer-scripts and even tries to make those scripts from the community.
What most people who do wish for network options don't understand is that its an extreme amount of work to implement - basically the entire engine would have to be rewritten from scratch to implement multi-user-stability, fast data transfer, secure data transfer (to prevent someone from cheating ingame) and a lot more.


For example, the current engine works around one active map with the player, all other maps are static data to be reset and created only when the player enters them (that's why erase event is only temporary and why events need additional scripts to remember where they were when the map was last visited).


With multiplayer, you would have to change that to multiple map access at the same time, having all those maps run concurrently. Just think of what this would do for lag which is sometimes already a problem on a single map (and if you think that those maps run on different computers, one per player, this is only partially true - the game still needs updates from those maps to synchronise all data).


To create a RM that has networking playability even for a low number of players is big work - and Degica and Enterbrain have only limited resources to handle that.


And even if they could get it implemented (which isn't guaranteed because the base interpreter for the engine might not be fast enough to handle that, see lag on maps), the cost of the program would most likely go up quite a bit. And even if a few people are willing to pay 200$ for that, most of the target audience wouldn't be able to do that. So this implementation would also risk loosing the investment if not enough people are willing to pay for the improved program - one of the reasons XP is still around is because it's much cheaper than Ace...
 

Tsukihime

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Have you guys ever played or created content in Neverwinter Nights? The first one not NWN II.


It was awesome.


If you don't understand how much Multiplayer would add to RPG Maker, Neverwinter Nights would be something to try.


If Bioware had created thier own system and not partnered with Wizards of the Coast (D&D) and allowed developers to


sell thier games/adventures commercially. I think we'd be creating using their toolset right now.


I'm not disrespecting RPG Maker. It is awesome, but multiplayer options would catapult into Legendary status. At least for me. And if we're speaking cost, I'd pay $200.00 for RPG Maker with that added feature. And trust me I'm not rich by a long shot.
Do you know anything about what it takes to create a multiplayer game?


If so, have you tried any engines that do provide this kind of functionality?


There are literally dozens of frameworks and/or tools out there for it, just like how there are dozens of game engines.


If not, why would game developers, and people writing a tool for game developers, be interested in a business proposal made purely based on "I like multiplayer games, look at this other game, therefore I think multiplayer would be such a hot function and generate much $$$"


I think multiplayer would be pretty nice. I've tried implementing various forms of it myself to limited success. At this point I don't think the average user with zero programming or even some programming ability would be able to create a multiplayer game without boxing them into very limited things.


If you want to know how popular/useful MMO support is for RPG Maker, you can check the systems that were built for RM:


RMX-OS for XP


NetVX for VX


These are just examples. I don't know about that VX one but I know the XP one is written pretty well and is still being supported/developed.
 
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Rukiri

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I think some hints should be taken from unity, one of those hints is let the user decide how his or her workspace should be.  With unity they're hover windows which you can drag them to certain spots within the application, I think that'd be neat for rpg maker.  And it would be neat to see the assets in one space and let the user decide the folder names which can be assigned within the application so there's no issue.

One thing would be cool is a developer and non-developer starter project, essentially when you go to create a new project it will ask if you want to code the game yourself or use pre-programmed scripts like how rpg maker is set up now. But with this setup the user will have to decide what his tile size should be or if he/she even wants to to use tiles but just sprites/backgrounds to create his or her world.  Now a programmer can define how he or she wants his spritesheet to work but the non developer can not, so a script could be in place for the non-scripters/programmers and use the average rpg maker charset which would just be but/spliced in the script. 

I don't know if rpg maker supports lossless audio but the next rpg maker should, 24bit and even 32/64 bit float points are on the arise and 192kz/24-bit is already here!  I think the next version should allow flac and apple lossless(it was open sourced a few years ago).  

The next RPG Maker should be more open and Enterbrain could even give you a sample project for the non developers when you create your project so that everyone can work with the program.  I also think the next rpg maker should ditch ruby, it's just... slow.  Boo, Python, or even Lua are better suited for game development.   I love ruby and use it for web development but it's just too slow for me for game development.
 
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