- Joined
- May 15, 2012
- Messages
- 14,682
- Reaction score
- 3,003
- First Language
- Tagalog
- Primarily Uses
- RMVXA
in the end, all we can do is wait for it.
Considering that RM didn't have these things in the earlier iterations ( pre-XP, if I'm not mistaken? ), and people still managed to make great games with them, it's more of a personal choice. A luxury, really. Then again, a lot of functionality was taken out with XP/VX/VXA, but in exchange custom scripts were allowed, and became the popular way to "fix" problems or add new functions.If they made it so that scripting and note-tagging was no longer available in the next maker then the next maker would be pretty junk unless they provided an equally manageable way to maintain data.
Yea if RPG Maker was run by almost entirely on scripts, I would go back to Byond, and try even harder to learn DM/C++, as It's more powerful, and versatile(both the engine, and coding wise). However I'm no master coder, and It's sure as hell not easy to learn such a complex/versatile code(I've been spending years on, and off trying to learn it, but to learn enough of it to make a full game with it, is insanely hard/not realistic).yeah... if the engine becomes in such a way like most are done via scripts, then I don't think it can compete with the other engines out there... I personally have no problems with that as I like scripting (I like using that for most things, even things that might be possible with just a common event), but a lot of the RM users are not into that, some even seem "afraid" of it... so having the default engine do more without scripts is a good thing, market-wise
I don't know who suggested having a fully scripted game engine but that's a terrible idea and contradicts the RM way.yeah... if the engine becomes in such a way like most are done via scripts, then I don't think it can compete with the other engines out there... I personally have no problems with that as I like scripting (I like using that for most things, even things that might be possible with just a common event), but a lot of the RM users are not into that, some even seem "afraid" of it... so having the default engine do more without scripts is a good thing, market-wise
.......I don't know who suggested having a fully scripted game engine but that's a terrible idea and contradicts the RM way.
People don't........
At what point did Shana say that people were making a fully-scripted game?
They only mentioned that people use battle scripts a lot.
Taking that for "we make our game out of scripts only" is quite a stretch.
I suppose someone or a group of people is going to have to volunteer their time to help others out of pure good will.I have a suggestion for the forums. Instead of having tutorials piled pell-mell and good luck to ya, have a look at The Elder Scrolls Alliance. There they put together a set of "classes" where modders can learn from an actual person and get feedback on their work.
I'm not disagreeing. I'm asking, at what point did s/he say that the whole software should be pre-scripted?People don't.
It's when RM becomes a fully scripted engine, then it wouldn't be able to compete with other engines.
It doesn't matter how flexible the programming language is, it doesn't make a difference if it's not easy to use.
I'm not disagreeing. I'm asking, at what point did s/he say that the whole software should be pre-scripted?
Before all these complex game engines like Unity with user-interfaces came around, people wrote games using engines that were just a framework that provided an API for making it easier to create a game.You would have to program everything yourself, except the engine, which is done for you.if the engine becomes in such a way like most are done via scripts
Okay:There are a lot of features I want. My ideas are opinions that I believe are better than vx ace in every way. I like 3d, orz. Idk if my wishes are too big.
Features:
+3d like RPG Maker 3.
+Easier to customize the scripts.
+A quest system.
+Full window when playing.
+RGSS4.