Whoa, both of you! I don't know what has happened between you two, I imagine not every person gets along with everyone else here, but personally I have no problem with neither you @Sixth or you @MeowFace. So can I please stay out of this?

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lol, no worries about that, the main reason for the ignore list is he's been trying to pick a fight with flaming speeches everywhere he goes. when i don't like it, i simply ignore it. ignore list remove his post completely from my view so.. yeah, i don't even know what he post. no where i am going to join the fight. lol!
I am not sure why he thinks pixel collision is the solution to a shooter game.
Pixel based collision cost a lot more in processing power than hit box collision (which most shooter game uses). it's almost the same suggestion as your put 20 events on the screen to create a certain "collision point". so a picture taking up say.. 200 pixels will end up with 200 calculation process. So using that in VXA that doesn't support GPU only reduce the processing power more and not helping at all. Even outline based collision is far better than pixel based.
I am not sure what KHAS is doing with his ABS, but normal "collision" for a tile based movement is actually precisely on the centre of the character that moves on the +-32 pixel basis. That's why i said there's limit building a shooter game using the tile movement. Even when you change that to pixel movement on 1 pixel based, the collision without a hit box means the bullet will only collide when the centre of the bullet collide with the centre of the character. Making a character extremely hard to get hit. (imaging 1x1 pixel bullet trying to hit a 1x1 pixel character on the screen

)
A hit box however allow you to make "area" collision that you can adjust so as long as the hit box is smaller than the graphic itself, it should work fine. Having a hit box larger than the graphic will mean the "hit area" can be somewhere outside of the graphic, making it a bad collision when it comes to "dodging" bullets.
Yup, Unity can do just about anything depending on the scripts you use(i am using it for shape recognition and motion tracing). But same goes to the rgss player actually. Like i said before, you can actually build 3D games inside RM

but the processing power limit simply makes it a lag system. Do able, just laggy.

Remember, rgss player is ruby based, anything ruby can do rgss player can reproduce it on the screen.

And not restricted to gaming, you can even turn it into a rss feed reader to view news/videos online.

Well.. too bad on the process limit, but it's a lot more powerful if we ditch the basic system and rewrote a full new engine to it.
But for someone who's dependant on custom script, they don't and will not know how to remove the old engine and replace it with a new one unless they actually learn the whole rgss thing. So when they want something outside of the default scope, they will have to ADD to it without actually removing the old system that they no longer need. Sometimes ended up running 2 or more "engines" in a single game. That's why ABS system is still relying on the event on screen and not a full overwrite to add time-line based enemies. User friendliness and resource re-usability is another limit on the custom scripts. That helps reduce lag. But for a script writer that doesn't plan far ahead before making a script, he/she will be writing you a full new engine running outside of the default one. So yup, double processing.
But we are the developers, it's our job to manipulate the players to look at where we want them to and build up a restricted perspective point to prevent them from wandering out of the frame. The difference between Shepherd and Sheeple
What Undertale is doing is a good example. It's actually not using any new mechanics, not even using any good new style graphics. But it gets the attention of its player and find a way to make them spread the words. In the old games, we have something like "Charm", "Cause Fear". And the enemy will run away (escape) from battle when inflicted by one of those skill. In Undertale, they change that to act/diplomatic skill. Doing the same stuffs, just on a different point of perspective view. An end user without game dev experiences will think it's a new system, and when a human found "something" new, he/she can't wait to tell the world about it. So.. manipulation success!

(Remember, if someone really invented a new game system outside of the existing ones, they are entitled for the nobel prize reward

)
So... If you have a marketing team as good as that, then it really doesn't matter about the quality or even contents of the game. Crowd manipulating is the key to success. This "game" below is in the list of the "Legendary" games back in the age of NEC98(floppy disks games):
Looking at it now makes you wonder why right? lol! But back then, it's something "new".
Then there are dev teams who want to give their player their best shot. Putting tons of love into the games they made. Those games last till nowadays. So it's really up to a dev team to decide what they want and how they want it. There are still teams making games outside of the 2 years contract budget frame, rare but still exist. But most only look forward for a 2 year sales because that what most publisher wants and how they sign their contracts. Making something outside this puts the company at high risk of lost. So unless there's a lot of love, they will not go for such option.
Not only the published type games you know? Good examples of successful doujin games will be: (both ain't RM based though)
[1] Aquaria (2 man + 1 hired voice actress dev team, IGF award 2007)
[2] Recettear (Doujin circle, 1st Japanese Doujin game that made it into Stream, and the main reason for western publisher to start noticing the possibility of doujin games which pushes the doujin game boom to its peak)