Help me find a RPG engine please :)

Started by Icey, Sun 02/10/2011 18:31:28

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Scavenger

Quote from: Studio3 on Tue 04/10/2011 20:44:55
@WHAM: I play and review a lot of FF & kh games to get a better understanding on things that might help me with ideas for mt games. however I always plan it out on paper cause though it looks nice I might not be able to even code it.
Don't play CRPGs to learn how to make RPGs. Especially not inbred ones like Final Fantasy. This is exactly what I was talking about. Don't do that! Don't! Bad Icey!

Quote@Scavenger: I could def review that for help with my games however there are a lot of reason why that type of fight wont help me. Example being that my next OSD game's Battles are setup weird but they only work if I focus on making them work. When Dennis attacks the enemy with his sword the Damage is based upon the swords current ATK # and the Attack never misses. The attack number is increased when you level up. +1 EXP is gain every time you attack a target.
That's a boring mechanic. I meant random per attack. 1d8+Str is better than dealing Str in damage. It means you could get a good hit off, or a glancing blow. Learn how attacks work before making these ridiculous and boring mechanics.

QuoteMy point is that I never really worry about adding things like DEF, DEX, INT, etc... cause to me leveling up in this game will not be hard but it will take some time. And as long as you have Potions/HI-Potions and the right Command Cards then you should be straight.
There's no point in having any kind of character, then. No big bruisers, no agile monks, no fragile mages. Just empty shells with a sword. The game mechanics has to reflect the story. The deeper and more well executed your mechanics, the more involved the player will be in playing. If you're lazy and have crap mechanics, noone will want to play your game. Currently, you have no understanding of what an RPG is, thus you have crap mechanics. Stop that.

QuoteI just thought of something! the best way to gain EXP in the game will be to face a opponent with a low ATK # and use low MP ATK # cards to attack it and just keep healing it and keep healing yourself. You just have to have a lot of ether's to restore your MP.
And thus your game is broken. If you had more well thought out mechanics, you wouldn't have ripped off Final Fantasy 2, widely considered to have the worst level up mechanics of an rpg. And it's still better than what you're offering.

Really, will you stop thinking what you're doing is adequate and learn? Everyone can see that your rpg design is really poor. Like, it's some of the worst rpg stuff I've ever seen. You rip off Square Enix and take superficial elements and think that's an rpg.

No. No that is not an rpg. You have to look deeper otherwise you're going to churn out crap for the rest of your life and you'll get nowhere. Square Enix will laugh at your face and say "Man, this guy has no original ideas whatsoever! He's just regurgitating our stuff back at us!"

You will never create an rpg with your current mindset. You have no idea what an RPG is, and you whine and beg and blue sky all your fancy superficial ripped off ideas. You may think you're the bee's knees, but you're not getting it.


And until you stop salivating over Final Fantasy and learn what a real rpg is, you never will.

Icey

#61
@WHAM: I don't think I explained it well. There is character development however what I mean is there is a faster way to level up then just becoming LV.99. For example if you played KH2 then you will know that Sephiroth is the most hardest boss in the game however people have found a way to beat him at a lower level then LV.99 this is because they have the right abilities, items, and Keyblades. However now the key thing you need to actually beat him is to figure out how to connect all that stuff during the battle. My point is there is a way to seem stronger then to just fight fight fight because know wants to do unless you are trying to show that you like maxed out every thing.

@Scavenger: Khris showed me how to add random ATK # in the battle for my PMQ release something. It was difficult at times setting up the battles to get that to work but I pulled it off. however the Command Card Battling system works just fine for this OSD. And the same goes for the Cross assault battle system for PMQ.Legends(which is being reworked as right now it's to much to work with eve though it's stable right now.)

I don't take there stuff I just get some ideas and try to create something new btw. Plus I have my own ideas, Yes I may like the way Tetsuya numora draws so I try to learn from that but where is the harm in that? I got to learn from somewhere right? So Dave sorta looks like Cloud. Noctis looks a hell of a lot like sasuke from naruto.


DoorKnobHandle

God damn this is frustrating to read. After 60 replies we are not a single step further. How long will it take until the last member realizes that it's just hopeless?

m0ds

#63
QuoteI don't take there stuff I just get some ideas and try to create something new btw. Plus I have my own ideas, Yes I may like the way Tetsuya numora draws so I try to learn from that but where is the harm in that? I got to learn from somewhere right? So Dave sorta looks like Cloud. Noctis looks a hell of a lot like sasuke from naruto.

Fail!

Icey, when you play a game do you expect the game to do everything for you, or do you expect to face a challenge? Those willing to discuss this with you are trying to tell you how to add "challenge" to your games, but you're overlooking that and trying to replace it with ways to effectively just make extended, boring cut-scenes. TBH I think you should take a step back - make something like dbuske does, where you just need a bunch of info and need to present it in a "new" and interesting way. In all fairness, I think that would help you learn. You're trying to jump in the deep end, without taking any knowledge of the shallow end with you - and like dkh says, it's getting unbearable to read. Friendly advice - a good way of learning to make games is to start by making 'educational' type software, presenting nothing more than information. Because then you think of ways to present that info in a more fun, interactive manner, and thus you start to learn basic mechanics of things that make up games, player interaction and code that does interesting stuff.

Icey

So what you all want is for me to make stuff challenging? I could do that. As for a dbuske game, I don't have the patience for games like that. However I do have patience to maker side game to practice my coding in.
A game like that alone will help me and I can even try the dice thingy Scavenger mentioned.

Ghost

#65
tvTropes to the rescue.

http://tvtropes.org/pmwiki/pmwiki.php/Main/CompetitiveBalance

Seriously, read this. It's all about different "types of power", and how characters tend to revolve around a certain theme.

I find it a bit jarring how you toss all them anime character names around, expecting us to share your enthusiams for them and also know what type of "fighter" they are.  At least try, if you can, to sum up your core fighting concept you're after? As in:

Strength defines how physically strong a character is. Most weapons require a strength of X, and for each point above X, 1 point of damage is added, up to a max of Y. There's also a bonus to HitPoints for every 10 points of strength... see, that's something one can work with. "Limit break" is just a fancy name for... actually, what is it? And is Noctis the guy who breeds bees in his arm, a typo, or from an altogehter different series?

*Soul Evans Ghost ist confuddled.

[edit to the above]
And do not confuse "challenging" with "hard". RPGs are ROLE playing games. If done right they allow me to PLAY A ROLE- I can play the game in a way I want. Most JRPGs don't bother with that, but compare games like Planescape, Dragon Age, and Drakenguard with that: If I want to play a weak sneaky thief it will work. If I want a berserker with a minuature space hamster as a sidekick, that will work too.
Challenge yes. Just grinding, big no.


Tabata

Since I am not able to offer technical help
(but nontheless want to participate)
I found something else, that might be useful for Icey  ;)

         

Daniel Thomas

#67
On topic(according to the thread title)
I think somewhere in here you asked for a RPG Engine that supported sideview battle system(among other things).

In case you didn't know, RPG maker has large communities with scripts that have been created for exactly that. And anything else like pixel-movement(read you didn't like to move one tile at the time).
And as you can re script much there is always the possibility to do it yourself.

I don't use RPG maker myself, but I did once and I know everything you mentioned is possible and already made.
Check out The Journey of Iesir Demo | Freelance artist, check out my Portfolio

Icey

Well that sounds nice. I will recheck out rpg maker. Thanks for the info Zyndikate.

Ghost

I give up. You have broked my teh spirits.


Icey

Well what do you want me to do!?!

That's the problem. everyone wants something different from me. When I agree with one person someone else has a problem with that. :-\

I just... I don't know.


Ponch

Quote from: Ghost on Tue 04/10/2011 22:06:32
Ghost ist confuddled.

I have never encountered "confuddled" before. I hope it's a perfectly cromulent word, because I plan to use it as often as I can!  :D

LimpingFish

Quote from: Studio3 on Tue 04/10/2011 23:31:44
Well what do you want me to do!?!

USE RPG MAKER VX! FOR THE LOVE OF...

If you want to make RPGs, without a lot of hassle, use RPG Maker. The VX version is the latest one, and it improves a lot on XP. AGS is not the program for RPGs. I know people could make a RPG in AGS, but you can't. We have established this fact countless times already. Keep making other games with AGS, by all means, but if you have your heart set on making an RPG right now, then save yourself a lot of hassle and use a dedicated program.

This is what I personally want you to do.

Start here: http://www.rpgmakerweb.com/
Steam: LimpingFish
PSN: LFishRoller
XB: TheActualLimpingFish
Spotify: LimpingFish

Ponch

Icey,

Why not first make a small, prequel tale of GearBladePub (or so forth) that sets the stage for your larger RPG tale. Make this small game an adventure game, that way you can tell the backstory of the world and the characters using an engine that's easy enough to make a simple adventure game with.

Once you've introduced your characters and their world, with NO big battles, complicated spell mechanics, or anything else like that -- since this is an "in the beginning, our hero lived in this little village and helped his father herd goots" or something story -- then you can do the RPG (with another engine, if necessary) at a later date and tell the epic story of epicness that you're clearly dying to tell. But you will have already completed a real game! A proper, playable from start to finish game, Icey. Of your very own! Finished and everything!

There's nothing wrong with grand plans (when I set out to do Barn Runner, I plotted out more than ten games to tell the story -- that was in 2003, by the way and I'm still at it). but start simple, dude. Aim low. Don't bite off more than you can chew. And so on.

Wouldn't you rather have a real game to point at and tell people "I made that"? It could tell the story of how the PubBlade DXDVDA came to IceySpirit's village and he knew his destiny was to be something greater than a goot herder. Then, in the next game (after you've finished the first one), he can begin the RPG with the PubBlade DXDVDA as his starting weapon!

A small, simple origin story, Icey.

Design that. Build that. Release that. Then you'll have taken your first step on your pokemon journey pubmaster quest.

You're only 16, dude. There's no rush. Hone your skills first. I knew I could see the increasingly elaborate Barn Runner series to its conclusion because I've making games since I was your age (I'm more than twice that now).

Go slow, Icey. Just settle down, make small, achievable goals, and go slow.

Please. For the love of God, dude. We're trying to help you, we really are. :)

- Ponch

Snake

#74
I personally agree with and want the same thing for you as LimpingFish does.

At this point in your programming career, you do not have enough programming knowledge to code an RPG with AGS. Decide on a first RPG game that you want to make, even if it is a FF clone/fan game whatever, and use RPG maker. Use AGS for an adventure game. You know, point and click? That's what AGS is for, Isiah.

\\--EDIT--//
And another thing is, Isiah, that if you join the RPG Maker forums and such, I am willing to bet that you will not get flamed as much for making a FF styled game as you do here. I'm sure you'll find a ton of other folks your age with your same interests, unlike what you will find here. I'm sure you'll find that you'd be more at home over there, when it comes to RPGs. Give it a try. What do you have to lose?
Grim: "You're making me want to quit smoking... stop it!;)"
miguel: "I second Grim, stop this nonsense! I love my cigarettes!"

Icey

@Ponch: You know there is a bug back story that explains how PMQ start. I can turn that into a game with out RPG stuff but just keep the elements.

@Snake: I will join the forum and see which one I can work off of.

vertigoaddict

Quote from: Studio3 on Wed 05/10/2011 01:18:46
I will join the forum and see which one I can work off of.

We've had this conversation before, I'm sure of it..

Now press repeat.

Icey

What I mean is pro/cons of RPG maker VX vs XP

LimpingFish

Quote from: Studio3 on Wed 05/10/2011 01:44:09
What I mean is pro/cons of RPG maker VX vs XP

There is no need. VX is the latest version, with new features. It also runs better. Use it.
Steam: LimpingFish
PSN: LFishRoller
XB: TheActualLimpingFish
Spotify: LimpingFish

Icey

Ok. I just wanted to know if there was a big difference like how there are some plug-ins that only work with 3.x vs 2.something

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