I found this whole RPG Maker series after I found an online game named "Ib" and heard it was made by something called RPG Maker 2000. I looked it up and found that they made more recent "RPG Maker" games and naturally, I got the 30 day free trial for the most recent one. I've learned all the basics via the beginner tutorials and I really don't like turn based RPG's and I was wondering if I could make one like "Ib"?
The basics of the game I want can also be represented in other games, for a more recent game like this think of that "3D Dot Game Heroes" thingy for PS3. I've never played it but I know it resembles the kind of game I want to create.
Can I make an action RPG?
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Possible it is. But it's not something a novice can do.
The rpg maker main function is to provide tools for traditional jrpg. If you want something beyond that, advanced programing is needed (either scripting or eventing).
But don't be fooled by people that just say that you can use a script for that: making a decent game with action battle system will require programing skills, there's no easy way for that. -
Should I try a different game? Was it easier with RPG Maker 2000 and is there a way to get it? Also, I've seen screen shots of the IG Maker and was wondering if that was closer to what I want?
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There's a script with the basic framework of what you want ready for it, so it is possible. But like Victor says, that's just the basics. You could try studying the script and modifying it to suit your needs.
And RPG Maker 2000 isn't supported here, unfortunately. You may want to look into purchasing XP, VX, or VX Ace though. All three have custom scripts for what you want. -
But no one' ready to explain all the scripts or add tutorials on how to modify the the game, the tutorials for Ace aren't even done!? And are you sure that the IG Maker isn't closer to what I want?
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Even with RM2K/3 (which does not have a current legal English version), you'd still have to be able to understand and know how to manipulate and events. Difference being that you do all the coding versus a template script to work off of. For XP and up, there are scripts that help, but I've worked with RM for a few years now, and even I don't know enough to attempt an action rpg.
Simply put, it's possible to do an action rpg, and there are scripts that help, but they are not at all noob friendly, and even pro's with the maker will have problems if they don't understand enough of the program language to code such a game. -
So I should just give up?
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Absolutely. (Seriously, though? What kind of attitude is that?)So I should just give up?
It is possible to do a lot of things with the RPGMaker product(s). It does take a certain level of expertise to accomplish them. Should you give up? Only you can answer that for you. You could certainly read up on the different aspects required to accomplish what you want to do. You can search this site and on the web for available documentation, walkthroughs, Ruby scripting instructions, and the like. A lot of people got their start exactly this way. They had a dream, and they followed that dream. A lot of them didn't complete what they wanted. A lot of them gave up. A few continued, learned, and accomplished.
Regardless, it can be done. The question is, can you do it? Do you have what it takes to learn how to do it? -
I just can't grasp what "scripting" is? It's like coding the game itself and I've only done one so far, the "self effect" one mentioned in the tutorials and even that one confused me to no end. I think it would be too much homework for a video game.
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You can always study and learn. If you're expecting a quick turn-around, it probably won't happen. I've been too lazy to learn scripting myself, mainly because this is just a hobby program for me anyways, but some have learned scripting and programming (at least to make RM do what they want) in less than 1 year. It helps that you have a bit of programming knowledge, but it's never too late to start.
The question is, is it worth your time? If not, can you create your dream project another way?
Example: I have this great concept for a sci-fi game that I'd love to see as an action rpg, with custom designed battles, but I'll probably never get that far along. Instead, I could try and make it as a jrpg, but adjust the battles so that they are still fast and fresh. I'm more happy with designing a decent balanced game with a good story that worrying about a game mechanic that I'm too unskilled to use, but if you find that action rpg's is your only desire, and you can't accomplish that as of yet, nor are you willing to compromise and do a game you have the skills to do, then you need to ask yourself is it worth the time and effort needed to learn. -
Scripting is a dumbed down version of programming. If you don't know what programming is you should Google it.
I would advise to learn things on your own, because relying on tutorials will mean most people have reached that point of development, and it isn't something extremely difficult to do. When you get into new territory to speak, things become increasingly harder, and you will not have things telling you how to do it. You should not give up so easily, and if you do this isn't something you should be doing. Everything requries a lot of effort to master, and if you aren't willing to do it all on your own then you don't love it enough, and the fact that love is the single most motive to do something outside of personal gain. -
If learning is considered "homework" then I'd give up.I just can't grasp what "scripting" is? It's like coding the game itself and I've only done one so far, the "self effect" one mentioned in the tutorials and even that one confused me to no end. I think it would be too much homework for a video game.
I wouldn't voluntarily do things I don't like. Especially "for a video game" -
With a mindset like that, I reckon yeah, you should.I just can't grasp what "scripting" is? It's like coding the game itself and I've only done one so far, the "self effect" one mentioned in the tutorials and even that one confused me to no end. I think it would be too much homework for a video game.
Consider for a moment that there ARE scripts of what you want, at least partially, already available. That's a huge amount of work done for you. All you need now is to understand how to use it in your project and PERHAPS modify it for whatever specific personal touches you want added, and you're good to go. If it's something you feel passionate about doing, none of this should feel like a chore.
But then again you seem new at this, and you may be biting off way more than you can chew. Start simple. Work your way up. With practice, understanding follows.
And to answer your question, IGM might be able to. Personally though, there are better options. I haven't heard a good thing about IGM at all.
When you're new at something, it helps to learn what others have already done. Insights of the hows and whys another person's work was made in such a manner gives readers a better or alternative view of handling things, which can then later be applied in whatever original content he/she may conceive.I would advise to learn things on your own, because relying on tutorials will mean most people have reached that point of development, and it isn't something extremely difficult to do. When you get into new territory to speak, things become increasingly harder, and you will not have things telling you how to do it.
As far as the quoted statement is concerned, I politely disagree. One can only go so far with a 'what does this button do' approach to learning. -
Or, most of the time, figure out how to use something.When you're new at something, it helps to learn what others have already done. Insights of the hows and whys another person's work was made in such a manner gives readers a better or alternative view of handling things, which can then later be applied in whatever original content he/she may conceive.
I'm not going to spend 3 hours to figure out how a library works; I'm going to get bored and move on before I get there. I'd rather just copy examples and look at what others did and copy their code and then try to change it to do what I want. At least I have something tangible at the end of the session.
If all I want is a working product and don't care how it gets done, I would copy as much as I can to minimize effort. -
I agree entirely with "sabao" mainly because I've never worked with anything like this and as nice as it is that the game added mini descriptions when you hover over things, how would you know where to use it or why you would have to. And as far as modifying scripts, I tried to simply change the cammand I had to put in the notes for "self effect" to save time and so I could remember it easier. And I had to copy/paste all my documents to a fresh game since it BROKE the combat so that it crashed when I attacked. And even removing the cammand AND script didn't fix it.
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I agree with this for most circumstances, except when something is completely beyond your scope of understanding. For example, if I want certain features in my game, and somebody has already coded the events, then I don't really care why they work so much that they do. But when you are tackling something out of your current knowledge (and copy and paste won't work), it's best to have an idea on how something works and why so you can use it. While this doesn't mean you need to understand every piece of data in the code, you should know enough to be able to use work the product into your own events.Or, most of the time, figure out how to use something.
I'm not going to spend 3 hours to figure out how a library works; I'm going to get bored and move on before I get there. I'd rather just copy examples and look at what others did and copy their code and then try to change it to do what I want. At least I have something tangible at the end of the session.
If all I want is a working product and don't care how it gets done, I would copy as much as I can to minimize effort. -
You should not rely on said systems other people make. If you do, good luck finishing your game, because if a system doesn't exist that you want you either cut it or give up.
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If you want something easy, yes you should.Like i said there's no easy way. And RPG Maker 2000 would make things harder, since you would be 100% dependent on events.So I should just give up?
First thing you need is to learn, now you will not be able to do anything good. -
I agree, but my statement on the matter is strictly about the reliance on existing material for the creation of new ones. It's not a necessity, but it does speed up the process. I mean like amerk said, if it's currently beyond your scope of undsrstanding, why try to guess a process that's already been done before? Read up on examples, understand the principles behind it, and apply it into your work.Or, most of the time, figure out how to use something.
I'm not going to spend 3 hours to figure out how a library works; I'm going to get bored and move on before I get there. I'd rather just copy examples and look at what others did and copy their code and then try to change it to do what I want. At least I have something tangible at the end of the session.
If all I want is a working product and don't care how it gets done, I would copy as much as I can to minimize effort.
Try not to mess with scripting yet until you have a better grasp of RPG Maker's more fundamental functions. This website has an extensive database of tutorials for those just starting out.I agree entirely with "sabao" mainly because I've never worked with anything like this and as nice as it is that the game added mini descriptions when you hover over things, how would you know where to use it or why you would have to. And as far as modifying scripts, I tried to simply change the cammand I had to put in the notes for "self effect" to save time and so I could remember it easier. And I had to copy/paste all my documents to a fresh game since it BROKE the combat so that it crashed when I attacked. And even removing the cammand AND script didn't fix it. -
"Scripting" is programming in every sense of the word. You're using Ruby to create new features and/or modify the existing engine. It's no different than what your average RoR programmer would be doing, just a different application. What about it is "dumbed down" exactly?Scripting is a dumbed down version of programming.