Suggestions for the next RPG Maker

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Engr. Adiktuzmiko

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There are actually already 2 topics for this before this thread... really, next time use search before you open a new thread
 

Shaz

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Merging with existing topic. Please do a search next time, especially for something that would be so likely to have come up already.
 

Tsukihime

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Script customisation depends on the people writing the scripts - there is nothing Enterbrain can do in that department. Only the scripters themselves can decide whether or not they put in the effort to make script customisation easier or not. Some do, but not all.
Some engines/frameworks force you to use their plugin API, which also dictates customization options and how it is presented.


At this point, EB has basically enforced nothing on scripters, but they could very well enforce restrictions that all scripts must abide to.


Which can have consequences of its own such as less flexibility and whatnot, but enforcing standards on configuration options should not be that much of an issue.


Most scripters, over-time, have figured out that you should separate the configuration from the actual scripts, and the configuration options should be clear and easy to modify. This could be taken further if EB wanted to provide some editor-specific functionality.
 

2d_quest

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Categories in Move Route Like Event Commands Have

I'm glad the event commands have categories, but I wish move route did too.  I have two ideas on how they could be grouped.

1. Absolute vs. Relative System

absolute

            move

move down, move left, move right, move up, jump, move lower left, move lower right, move upper left, move upper right

            turn

                     turn down, turn left, turn right, turn up

relative

            move

move at random, move toward player, move away from player, 1 step forward, 1 step backward

            turn

turn 90 right, turn 90 left, turn 180, turn 90 right or left, turn at random, turn toward player, turn away from player

animation settings

change speed, change frequency, walking animation on, walking animation off, stepping animation on, stepping animation off, direction fix on, direction fix off, transparent on, transparent off, change graphic, change opacity, change blending

non-movement

            wait, through on, through on, switch on, switch off, play se, script

2. Command Type

move

move down, move left, move right, move up, jump, move lower left, move lower right, move upper left, move upper right, move at random, move toward player, move away from player, 1 step forward, 1 step backward

turn

turn down, turn left, turn right, turn up, turn 90 right, turn 90 left, turn 180, turn 90 right or left, turn at random, turn toward player, turn away from player

animation settings

change speed, change frequency, walking animation on, walking animation off, stepping animation on, stepping animation off, direction fix on, direction fix off, transparent on, transparent off, change graphic, change opacity, change blending

non-movement

            wait, through on, through on, switch on, switch off, play se, script

The second system requires less categories, but doesn't separate relative and absolute commands.
 

Engr. Adiktuzmiko

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but for what purpose really? aside from groupings
 

2d_quest

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but for what purpose really? aside from groupings
Just for better organization and having to spend less time finding the commands.  45 uncategorized move route choices is pretty overwhelming until you learn where everything is and get used to it.  Even so, I think having categories would shorten finding time at least a bit, for everyone.
 

Engr. Adiktuzmiko

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yeah, probably a bit... a little bit... that is if the user even takes time to read the categories...


And anyway, that will probably only make the initial learning faster, once you know where each command is, groupings or no groupings won't really matter anymore
 

Tai_MT

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You know what I'd like?  I'd like "demonstrations" of some of the commands in the program.  I know most things have text that pops up and tells you what it does...  But, honestly, it might be nice to have a few demonstrations of what a command is for or how to use it properly.  I know we have people who make Tutorials and such...  But, I feel this could be something covered in either the Help File or maybe a short 30 second demonstration.
 

Engr. Adiktuzmiko

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I think that's why they have the sample game, Chrysalis
 

Tai_MT

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A sample game really isn't the same as a simple demonstration of what a command is meant to do (or even where some commands are restricted).  It isn't even helpful to have the Help File exist either, since it doesn't really tell you much of anything either.  Help Files should be just as packed with information as a User's Manual.  They should also be as tested and thought out as the program they are for (after all, if you can't get help from your Help File, it makes the feature worthless and means the guy who wrote it collected a paycheck for not doing his job!).
 

Engr. Adiktuzmiko

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The help file actually helps a lot, for scripting that is... for events, yeah, it doesn't do much...
 

Tai_MT

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It's not very helpful in a lot of places, ha ha.  It isn't very helpful in Common Events, it's not very helpful in the "Features" section either.  It also wasn't helpful for "Regions" either... I had to grab a tutorial for that one...  There also isn't anything in there about the "Shift Click" method (which you'd think would be in there, seeing as how it's a programmed feature).  The whole thing is kind of a mess.  Anytime I've ever went to the Help File for wanting to know something either as generalized information or as specific information, the Help File just doesn't have it.  Each "page" of the Help File is mostly just a short description of a few of the things under the topic and nothing really helpful or useful.  The Help File covers a lot of basics, sure...  But it really should be covering a lot more than "the basics".  It doesn't necessarily need tutorials, but at least providing an example of what something is and how it works is useful.

I mean, how many of the Tutorials do we actually have on hand here in the forums or on the website proper that probably could have simply been in the Help File to begin with?  Not that we need things like "How To Build A Map" in the Help File, but things like, "what variables are useful for" and "how to use events" or the tutorial on NPCs/Events thing.

I'm sorry, it just bugs me.  I mean, you run the Help File on say Microsoft Word and it tells you how to do anything you might imagine.  You run the Help File in VX Ace and you get some generalized descriptions of things and what they do.  I can't even count the amount of times the program's help file explains to you just what "copy", "paste", and "delete" mean.
 

Engr. Adiktuzmiko

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Personally, I don't find it bugging... yeah, it's more of only basics but I don't really expect Help Files to actually cover anything more than basics...
 

Tai_MT

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I kind of expect a Help File to cover any topic a user might go to the Help File for.  If all it covers is "the basics", then there's no need for the Help File to begin with as any idiot with 20 minutes on their hands could figure out what all the buttons do.  People usually pull up the Help File after they've clicked all the buttons and messed with all the stuff they could find, but can't figure out what they do or how they work.  In essence, most people tinker with the program long before opening the Help File.  If all that is in the Help File is the information you've learned during your tinkering, then the Help File is designed poorly and the people who wrote it basically got paid to not do their job.

I'm not a programmer or anything of the sort...  But, I have had to write manuals up for how to do my job, what it entails, what all the information means, where it all goes, why it all goes there, etcetera.  It had to be written that way so anyone who needed to be trained in the job had something to refer to and reference in order to work the most efficiently.  Not that I expect any Help File to be as detailed as I had to be...  But, you know, at least moderately detailed and with the whole "someone might read this" scenario in mind.

Just sayin', man.  There are people who are just using these programs for the first time.  They don't have the experience as other people who have used these programs for years.  They don't have the experience of programmers or coders or anything like that (I know I certainly don't!).  People should create Help Files with that in mind.  So, I'd just like to see maybe a couple small demonstrations in the program itself, or even in the Help File if possible.

The more information covered in the Help File, the less questions you'd actually have on basic functions in the forums or other places.
 

Engr. Adiktuzmiko

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The more information covered in the Help File, the less questions you'd actually have on basic functions in the forums or other places.
I doubt it... seeing as how there are quite the number of questions here that are actually answered already on the help file, people would still ask. I've also seen a lot of questions that can already be answered by a simple try, and I doubt those people would even bother to read the help file.
 
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Tai_MT

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Hey, had the help file covered some of the questions I've asked on the forums, I wouldn't have come to the forums!  Older people tend to go to the Help File.  Younger people tend to just go ask somebody because looking it up seems like "too much work" at the time.

At least, that's been my experience so far.  Except, I guess, with the older people who have never run a computer or program before and don't even know the Help File exists.  You have to forgive the poor eyesight of those people.  :D
 

Engr. Adiktuzmiko

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well, we are "older people"... and I can testify to that. I tend to view the HF first before using my internet browser. :D
 
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I got thinking how to implement enemy animation without requiring it 's use and allowing easy implementation.  Here's my idea on how you could do it.

            -Database/Enemies tab

                     -add a category or window called Attack Animation

-if none (the default) is picked the attack animation box will say none or possibly same as idle in the Enemy's tab and be the same as the enemy graphic

                                 -should allow 1 or more attack frames

                                 -should allow setting animation speed, but has a default you don't have to set it

-also the enemy graphic window should allow selecting an idling animation for the enemy as well as a standard still frame.

-for entering animation you could have a number of frames box which normally says 1 and the software would divide a sheet horizontally into separate frames based on the number.

-also allowing setting an animation for skills enemies use would allow further improvement of the battle system

            Event Command

-change battler graphic(changes one battler) would also be one thing a worth while event command to have.

I think this system would allow someone to add animation without causing trouble for those who don't want it, but would allow easy implementation for those who do.
 

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@Tai_MT: Honestly, the "help" file needs to be revised. It doesn't even cover some of the basics for the program, nor how to do things. It just points to something and says "This does that" and that's all - not how it's used or what it can do. For us object-oriented people, that drives us nuts.

Ideally, it would cover basic operations as well as starting tips for how to do things in the program, including basic mapping, eventing, and the like. Possibly pop up with a quick overview tutorial, like any half-decent software comes with. I should not have to go to outside information five minutes in (though I have, because it's not in the program itself ~.~) just to know how to use the bloody thing, especially if it's a brand-new product and there aren't many help sites/videos to work with. (NOTE: This would apply to the next RM, whatever it turns out to be, because obviously RMVXA is not "brand-new")

Maybe I'm just too "new school" or whatever, but in-application tutorials are nice things when you're completely clueless. Heck, MS Word comes with tutorials (including f@#%ing Clippy...), and that's about as basic as programs get without being MS Paint or Notepad.

@2d_quest: Attack animations are handled by the Skills menu. Though I do kinda agree that there needs to be a separation between the hero's animations and the enemy's - it seems rather silly in my mind to mix the two together. Maybe just make an Enemy Skills tab (or sub-tab within Enemies)? Better enemy control is needed, regardless.

Also, I think you can change battler graphics? Or do you mean like "change when they get hit" or what? I'm a bit confused on this...
 
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Engr. Adiktuzmiko

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@Caustic - I think he means Battler Animations actually
 
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