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Trying out RPG Maker MV

🕑 Added 2019-12-31 20:57:29 +0000 UTC

Comments

StickyIcky

That's basically how I feel as well, glad to see you agree.

Terra Blade

Overall I feel the game world can be made more immersive with RPGmaker since you can see the world, as well as read it, and seeing (possibly) the changes a character is going through on screen just makes a transformation game more immersive. Though will say that depending on how fancy you want to go, getting things like art assets can be time or even money consuming. Though that could be said for Twine as well. Personally I think you could do more with the game as you are making it with RPGmaker then Twine, as you seem to be going along the lines of making an RPG to begin with. Which is what the game engine was literally made for.

StickyIcky

Just tried out the HTML5 version, it seems to work fine. I'll probably at least attempt to release it in all the possible versions when I'm releasing something more than just a demo.

Ardi

If you're using MV, have you attempted an HTML5 version of the game? After my desktop gave up a while back, I'm limited to my Chromebook, which led me to being stuck on html games like twine, and android games more recently, since most of them can run android apps now. If it can be exported and still be intact, then most people who are into the game because of the browser game aspect would still be able to enjoy it. Plus, it seems to be a pretty easy process to convert it into an android app, which could give yet another platform for people to play on. (I haven't done the export process myself, but I'm seeing a lot of people saying it's relatively idiot-proof. edit: For the record, I can get the windows version to run on chrome os, but it's really slow and stuttery.

StickyIcky

That's a good point, though I also know that some events I have in twine will stop you from using the back arrow due to the way I've set them up. You could argue that not being able to immediately go back and try out another option increases replayability though. I could also add in auto-saves to occur before events with big impacts that people might want to go back on, if enough people were interested in that sort of thing.

J

I definitely have a preference for twine. RPG maker has the text issue (you might be able to use full-screen text too make that a bit better) but also it is just a lot more clunky to work with. If I want to try something different in twine, I can just hit the back button and make a different choice. In RPG Maker, I need to have saved before the dialog started to be able to get back to it.

StickyIcky

I'm not 100% sure what you mean by chapters, but I would probably follow the same release schedule as I do now, putting out an update every month. I don't like charging money when I'm not putting out new content, even if I'm still working all the while, so waiting to complete a big enough chunk of content to be called a chapter doesn't feel like it would work.

StickyIcky

It should, my internet isn't the best here, so I didn't add it in initially, but I'll add a linux version of the demo in a minute.

StickyIcky

I do plan to try and minimize that clunkiness, by speeding up things like combat animations. If you have specific things that bother you with RPG Maker, let me know what those are, and I can see if they can be fixed. A lot of the basic problems with RPG Maker seem to come from dev's simply not caring to fix certain issues.

StickyIcky

As far as I'm aware, saves should be transferable through versions, so you won't need to go back and redo past content. I'll set something up where I can test this when I get back to working on it, but as long as I set up an area to call new variables and set their default values, it should work with older saves. I also intend to have things set up so you can greatly reduce the time it takes to play the game, via high text speeds and faster combat animations, because I know those can be frustrating if you are re-reading content. I am currently using Tweego, it's how I slice up the chunks into smaller sections, but the issue is testing the whole package, because if I find errors I have to go back into the smaller sections and fix them there, then recompile the game to see if it works. That tool of yours is helpful though, thanks for that.

om

Would it work on linux?

Scott Percival

Yeah, my number one complaint on RPG Makers is the grind, so if you can avoid that...

OhioOkie

I think I would like rpg maker game. But make it in chapters instead of just adding content to fill in.

Goctionni

I'm a patron of a number of SugarCube games, and have been for more. But I never really patron for RPG Maker games. Why? Mostly because even though I play plenty of RPG Maker games and have enjoyed a bunch of them... I generally only play RPG Maker games once. Why? Well, even if I like an RPG maker game, when an update comes out and I want to try it out; it'll usually take hours to get back to that point. Not only does it take more time than it would for a SugarCube game, it's also mentally more involved and if you screw something up in your replay- fixing that takes a lot of time. "Skip ahead to new content" is rarely fun as it doesn't carry over the decisions you've made. For what it's worth, you can improve the dev experience for SugarCube using Tweego. Also I personally recently created a tool that helps you find missing < and > type stuff. https://goctionni.github.io/SugarValidator

Willow Simmons

I agree with this. I do think RPG maker might better support the style of game you seem to be developing as you progress further into a story/event structure.

Onii-sama

Whatever works best for you, the developer! A happy, productive developer will deliver a better game regardless of the engine. :D

Blaat

I've tried many times to play RPG maker games but I can't stand the clunkiness.


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