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@Ralpf: That's just the PC master race representing, better than the rest of us:
That clears it up. Like I said, I was going off someone saying that it had been criticised and I just naturally assumed it was the usual RPG Maker hate you so often see.I just went through all the negative reviews on the Steam store (there weren't many), only one mentioned RPG Maker.
I haven't played it yet, so I can't really comment. But the negative comments in general weren't very specific....



is it 15 dollars why do i have this thing 


was this included in my bundle. Only the sister's of mercy can spare you from this game.I agree 100% with this. Although I think my current work-in-progress is decent, I know my skills are still a long way from commercial quality. And the only real way to improve is practice, practice, practice.As Timk said, The biggest problem is people try to sell games that should not be sold - mostly because they are not experianced enough with the engine, or with game design itself. (This is why I'm making my first game free even though I am putting as much effort into it as I would a commercial game (stressing over color choices, abilities, monsters, etc --- I even have a "team" of play-testers going over every map after I myself think it's "finished" to find things that I missed)) If people put more time into these games, and/or made their first (or even second, third, etc) game for free just to learn the engine, I think there would be less hate on the "for sale" games because they'd be higher quality.
Though it might be something of a chicken-and-egg problem, I kind of feel like--especially for those who are relatively new-- that forums and groups like this one are more the right avenue to get more specific feedback. For cases where the quality is just not even on the level it should be, it's probably not worth the average person's time to try to find specific critiques. To make a somewhat imperfect analogy, it would be like an average 12 year old expecting detailed feedback on an essay they submitted to a university course. Ignoring the exceptionally gifted individual, whatever is submitted is likely not worth much energy by that professor, since it falls woefully short of the expected requirements.<clipped>
Although I think it would be nice if the negative comments were more specific, so the developer could address the concerns, or at least know where to improve his/her skills, I don't think most people bother posting detailed negative reviews.
I completely understand that many people may have great ideas, and find when they try to implement them in RPG Maker, they make a crappy game. It's very hard to get all of that stuff right the first time. My first few partial game attempts were really, really bad, so I threw them away. But, the more I practice, the more my skills improve.Actually, rm is meant to be for people who want to convert their imagination to reality of a game. They can express themselves. Perhaps you want to make a great real game but poor projects as you call them were meant on that.
Actually, rm is meant to be for people who want to convert their imagination to reality of a game. They can express themselves. Perhaps you want to make a great real game but poor projects as you call them were meant on that.
The "poor projects" certainly were meant as just an idea brought to life, of course, and that's fine. As whitesphere explains nicely though, that doesn't mean it's something ready for public consumption. And it most definitely does not excuse such a project being passed off as a commercial work.However, I think it's pointless to post, even a free game, without really completely testing the game and and making sure the game itself is fun to play. If the developer doesn't put in a best, sincere effort, including playtesting and polishing, it's not going to be an enjoyable game, even if it's the best, most intriguing idea in the world. And, therefore, it is wasting other people's free time.
Yea, there's this utterly stupid line of thought going around(started by coders when the original RPG maker came out, however that was back when RPG Maker actually did have restrictions, but the newest RPG Maker has nearly no restrictions at all. This Isn't the 90s-early 2,000s anymore), that you have to make a game from the ground up, through coding for it to be any good. That is the dumbest thing I ever heard of. The way eventing is set up, is that just about every individual action, as well as if statements, among other things, is just translated in RPG Maker. Rather It's coded or evented, it does the exact same thing.I don't think we should really pander to anything anyone who hates RM outright says. They're likely not the audience we're after anyway, and they're likely not the types who play indies that don't already have a lot of hype going for them in the first place either, so why bother.
I think one problem with RPG Maker for most detractors is that very few developers using the software actually care to venture past most of what's been packaged. They may choose to make custom graphics of their own for their games, but most of the time these are still supplements to what the RTP provides. A lot of us familiar with RM may recognize what is or isn't RTP, but to the uninitiated it becomes difficult to tell Game X apart from Game Y because the two still resemble one another aesthetically.
This very ubiquitous "RTP style" brings up another problem: It's too easy to tell it's an RPG Maker game. Software like EB!'s own IGM or Stencyl or Construct or Game Maker don't have to worry about consumer stigma because games made with these engines don't have the same distinct visual identity games made with RPG Maker do. Bad games are made with other engines every day, but you're more likely to be able to recognize one made in RPG Maker.
Also, I feel one other problem most people have with RPG Maker is that many think it's a crutch. Why not use real code?
Well, hell. It does the job I want it to do. Why not? Why pore over math formulas for stats and code a JRPG from the ground up when there's already software that does most of that for you? RM is an excellent tool for aspiring JRPG developers because the groundwork is ready and the rest of the game can be done via simple visual coding. Visual coding, which is more or less what RM's events system is, isn't unique to the RM series. Again, software like Stencyl and Construct use a more or less similar "beginner-friendly" method for programming. Hell, even Unity's got a visual scripting plugin, and they're plenty popular among its users. Game development isn't exclusively the domain of programmers.
Yea, Greenlight amplified a stigma that was always tied to RPG Maker, worse, 10 fold worse.Greenlight ruined RPG Maker. It's so full of **** and I don't mean the rtp (which in creative hands can be actually quite beautiful). I mean the bad mapping, bad stories (epic battle fought 3000 years ago), bad everything. They lack real effort and talent
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Greenlight just did what RPG Maker did before it: Even the playing field. You don't need to be a programmer to use RM, and with Greenlight, you no longer need a publisher to distribute or promote your games. The lack of a gatekeeper that checks for quality means that more often than not, a lot of bad games will come up. That can't be helped. Again, I feel the problem is that RM games do possess a distinct visual identity to them as compared to games made with anything else so it's easier to point fingers when another crappy RM game comes along.Greenlight ruined RPG Maker. It's so full of **** and I don't mean the rtp (which in creative hands can be actually quite beautiful). I mean the bad mapping, bad stories (epic battle fought 3000 years ago), bad everything. They lack real effort and talent
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For those feeling disheartened by those that are saying "don't use RTP, you game will not be its best," don't worry about it. It's not their game. It's your game. Do what you dream, within your means, and ignore the "would-be game developer snobs." Do what they've proven they cannot, and be a game developer.The next step up is to use free graphics. There are thousands of game graphics out there on the web. Admittedly, they have problems:
My heartfelt recommendation is that you get over it. None of these is really a blocker. If you can build a game with limited art, you can certainly build a game with a few carefully chosen bits of free art. Here are some answers to common complaints.
- They may not be the most attractive. "Dude, these free graphics are totally sucky compared to StarCraft."
- They may not fit your exact mental vision. "No, the Xenli Sorcesses has four silver spikes on her bosom armor, not two. It is completely wrong!"
- They may not be complete: "I really need a female knight and and they only supplied a male knight! The end is nigh!"
- Other people might be using them in their games. "Argh, now my RPG looks just like the one done by that guy in Australia. *sigh* Now I will never be l33t."
- You aren't Blizzard. That's okay. You can still make a fun game.
- Design is about coming up with great solutions in the face of complex constraints. In order to design a great game, you will need to adapt your vision to reality a thousand times. Practice your problem solving skills by using free game graphics in the best way possible to get as close to your vision as possible.
- If the set isn't complete, get creative! If you need two knight graphics, colorize one blue and one red. If you need a dragon boss, colorize one of your knights black and change the villain to be the Dark Knight. Even primitive graphics skills can triple the number of usable graphics if you show a little initiative.
- You browse free game graphics archives, but your customers do not. Out of the thousands of people that play your game, only a small handful will recognize that you are using free graphics. The only ones who care are typically merely would-be game developers snobs. Ignore them. That is easy enough.