What is the easiest Rpg maker Game engine!!!

Emmel

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Hello!!! I just started today, and I wanted to ask you a question.


What is the best  RPG MAKER that is easy, and also having a unique battling system then rather having the same rpg battling.


Sorry if i'm asking so much from your opinion, but it's about to be my Birthday and I don't want to make a mistake by my decision. 


I hope you can help me, i'll love to see what your thoughts were!!!~XD
 
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bgillisp

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Easy? That is hard to say, as one person's easy is another person's hard. Define easy. Personally, I find most of them easy if you take the time to learn them and follow a few tutorials. VX ACE has a nice tutorial written that you can follow to learn the basics, and the tutorial works well in MV as well. So I'd say those two are the easiest to learn, but I'm probably biased as those two are the ones I use.


As for unique battle system, that I can't answer as without playing with scripts/plug-ins, you'll get the same battle system everyone else has. Maybe it would help if you describe to us what kind of battle system you are thinking of. That way we can tell you if a script or plug-in exists for it for that engine.
 

Archeia

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I've moved this thread to Tech Support-All Makers . Please be sure to post your threads in the correct forum next time. Thank you.


As for your question...it depends. 


Do you want your game to be playable on the MacOSX and Online? MV is your only option.


Everything else, either MV or VXA. If you want old school retro feel pure fun, RM2k/3 will work. 


RPG Maker XP might be good but...it depends on your capabilities.
 
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Shaz

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What other people find easy and what you find easy could be completely different things.  XP, Ace and MV all have trials.  I suggest you download them all, one at a time, do a good amount of mapping, spend a good amount of time in the database, add some scripts/plugins.  Then decide which one YOU think is easier to use.


Ace and MV are more flexible than XP, but XP's mapping beats the others hands down IMO.  Others would disagree.  We can't tell you which one YOU will find easier to use.  That's something you have to work out yourself.
 

sabao

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Based on experience, 'unique' does not go with 'easy', at least as far as battle systems go.


RM2k3 and RMMV have side view battle systems ready right out of the box. A lot of people on other versions of RM usually do a lot of work just to get this function on their games, so I suppose just using either makes things 'easy'?


RPG Maker supports plugins, so if you want some other snazzy features that RM doesn't readily provide, there's always that. Finding/making the exact plugin you want/need is another matter entirely though. I always believed that working within the limitations of the software instead of wracking my head over how to work around it has always made finishing things much easier, especially when starting out.
 

Titanhex

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Go for MV if you got the pocket change to grab it.


MV has a built in Sideview and Frontview battle system and a much better Character Generator than previous versions.

However just be aware that the graphics and tiles are larger (48) than past versions (32 and 16), which means artistically it's harder for a pixel artist or beginning artist to manipulate. However that size does allow greater expression, which can be a plus in the long run.


The scripting uses the more popular Javascript over Ruby, which is a plus in it's favor. However that did make the transition from VX Ace to MV more cumbersome for previous scripters, which means we're still waiting for additional plugins that expand on the base engine. We're also waiting for more powerful features that VX Ace already has, such as an Action Battle System and Tactical Battle System that can be easily implemented.


Over-all, it's a pretty good engine.


Just be aware nothing you make will be that impressive on your first couple of attempts, and you can burn yourself out if you try too hard to make something "Awesome!" or "Revolutionary" your first few times using it. Play around and just try to have fun making tons of useless and silly games as you learn.
 

mardin

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I would say RPG Maker VX Ace. Just because there is "more" out there. More Scripts, more tutorials, more assets, more everything. And when I grabbed it, it was on sale for about 8€! So if you pay only 8€ for the engine, you can invest in some of the graphic packs offered in this store or on steam, getting you closer of being able to make the game that you want to make.
 

HexMozart88

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I second Ace. While there is a bit more variety in  MV's generator than in Ace's, I find the sprites to be too bobble-headed, and the faces look like they're cross-eyed. And, Ace's RTP faces may not be the best, but the sound effects are pretty good. You can just manipulate them by changing the pitch enough so people won't even know it's the same sound. Also, even though more plugins for MV are coming, most likely, a lot of which are not really like the scripts from Ace. There are a couple of reasons why I haven't switched. 


-too expensive


I got Ace for twenty dollars. I'm not paying eighty for this. 


-too hard to switch languages


Come on. I just got the hang of Ruby, and I do not want to look like an idiot starting over in JavaScript. Ruby is so much easier to understand in my opinion. I could basically switch between scripts and events at will. 


-seems too buggy


I've heard far too many complaints in tech-support that people cannot export their games. I don't want to have to keep starting over. 
 

wintyrbarnes

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VX Ace or MV, hands down. 2k3 is great for that retro feeling, but the engine is not customizable by scripts or plugins, so you have to get handy with eventing if you want to go beyond the limits of the engine. 2k3 is also a lot more stringent on what resources you can use and how--every last image you put in the game has to be in indexed 8-bit color. XP has more flexibility than 2k3 with scripting, and with any other engine with mapping, but mapping in XP is considerably different than mapping in VX Ace or MV. 


Between VX Ace and MV really depends on a few things, in my opinion. 


Battle system. If you're not going to spring for plugins or scripts for battle systems, then you have to choose between front view-only turn-by-turn (VX Ace) and front or sideview turn-by-turn (MV). This depends on your wants and needs. 


Distribution options.  For Windows, unlike VX Ace, MV does not either automatically package the RTP (default resources) with the completed project nor leave them out (so your players also have to install them separately for the game to work). MV also has a lot more options with regards to distribution and games made using it can be played online (in a web browser), on mobile (if you know how to do that), and on Windows, Mac, and Linux. "Technically" you can use VX Ace on the latter two, but it requires a lot of workarounds and results can be kind of buggy. MV wins this category. 


Your operating system of choice. Do you use Windows? If you use 7, 8/8.1, or 10, you can pick either engine. If you use Vista, then your only option (without changing OS) is VX Ace. Do you use something other than Windows (like a Linux distro or a Mac)? Then go with MV, because it's built to work in those operating systems as well. MV also wins in this regard.


Resource needs. Will you be making all of your own art? Are you content with just using the base engine, nothing extra? In those cases, it doesn't really matter unless you want the larger variety of settings MV provides for. VX Ace has more premade resources (graphics, sounds, scripts) by a long shot. However, using scripts is not streamlined into the program, so if you want to modify a parameter you have to edit the script itself in the engine. MV has a good selection of plugins already, and the engine being built more openly means plugins can be a lot more powerful than VX Ace's scripts. Overall, due to the larger range of resources (and, if you have licenses for VX and/or XP, you can use resources for those without resizing them), VX Ace takes this one for sure. 


Building needs. Basically, how you make your game with regards to graphics. MV has a higher resolution and thus seemingly higher-"definition" graphics. MV also has a better character generator than VX Ace and comes with a larger variety of tilesets, enemies, battlebacks, and other default graphics (you can make a modern or futuristic game using default MV tiles). Mapping is also easier in MV because you have a third layer to work with (and because of plugins like Yanfly's Grid-Free Doodads, which gives you a huge amount more flexibility in mapping). But, I mean, neither can compare to XP in this category using the in-engine map builder. If you decide to use parallax mapping, where you create the map outside the engine, MV and VX Ace are about equal. MV currently has a memory leak issue that can be worsened by the use of parallax maps, but there are already good fixes for it and it will be officially fixed soon. 


- "Unique" battle system. Really depends what you mean by this. Unique generally does not mean easily-implemented. For a bullet hell battle system like in Undertale, consider all of the things you have to manage while building it: where the character's icon is, how it moves, where it can move, how quickly it can move, how each enemy's attacks move and work, what enemy attacks can and cannot do, displaying the character's HP, displaying the enemy's HP, implementing the accuracy/dodge mechanic (which I don't even know how to set up), and coordinating the battle transitions as well as images/text displayed within the battle. Side- and front view battling is built into MV, while only front view is supported in VX Ace without the use of outside scripts. 


Really, I'd recommend trying out the demos for VX Ace and MV and seeing which you like better for your workflow. Both of them have great customization options and a wealth of resources. If you have Windows, it's really down to how you go about making a game and seeing which one is more or less useful to complement that. If you don't have Windows, I'd definitely recommend MV over trying to bend over backwards and fiddle with making VX Ace work outside of Windows (which is very very difficult if you don't know what you're doing). 
 

Andar

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@Emmel There is one thing in addition to the advice above that you need to understand: the difference between easy to learn and fast to learn.


All RMs are easy to learn in the way that even a child can learn them - but that does not mean that you can learn to use them in a day or two.


To learn the basics, you'll have to put in about a month of working through the tutorials. If you're willing to invest that time, then you'll find that (compared with other game engines of the same versatility) the RMs are easy to learn.


If you have problems with working through tutorials, then it will be difficult for you to learn them.


I suggest you follow the link to the starting point in my signature - that will get you set up as fast as possible.


That tutorial works for both Ace and MV - which are the only real choices you have, Ace for the price (it's usually on sale for <10$ four or five times a year) and MV for the deployment options (only maker that can deploy to mobile, web or MacOS in addition to Windows)
 

Emmel

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Easy? That is hard to say, as one person's easy is another person's hard. Define easy. Personally, I find most of them easy if you take the time to learn them and follow a few tutorials. VX ACE has a nice tutorial written that you can follow to learn the basics, and the tutorial works well in MV as well. So I'd say those two are the easiest to learn, but I'm probably biased as those two are the ones I use.


As for unique battle system, that I can't answer as without playing with scripts/plug-ins, you'll get the same battle system everyone else has. Maybe it would help if you describe to us what kind of battle system you are thinking of. That way we can tell you if a script or plug-in exists for it for that engine.
Well I have a odd battle system then other ones, here a picture of the battling system here:


RPG BATTLE NEW.png

docment battle.png
 
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Shaz

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All engines come with one battle system out of the box, except MV, which gives you two.  If you do not like that battle system, you can add a different one through scripts.  This means you either have to find an existing script that does just want you want, or you have to write one yourself or get one written for you.  Battle systems are hard and are a pain to work with, and you WILL have troubles finding a scripter who will make a custom one for you.  If you are dead set on having it exactly the way you want it, then you may well have to make it yourself - an incredibly daunting task for a beginner scripter.  If you are familiar with programming already, then the question becomes: do you prefer Ruby (Ace) or Javascript (MV)?
 

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