Hello world. I wanted to try a take the AGS source so I can see how most things work in it. I was planning to design a AGS engine that uses a few RPG functions so that it would help me and others who want to use AGS to make both Adventure and RPGs. Only problem is I dont really no how to edit the engine. If I do take the time to work on this then I will need to study on how to do this stuff.
Could some maybe share a link or tell me how should I go about doing this?
Unless you want to implement a tile or battle engine or something like that, why not do it with a module?
Also, and pardon me for saying so, I seriously doubt that you have the necessary coding skills to expand the engine.
See, the fact alone that you have to ask how to do it clearly shows that you shouldn't mess with AGS' inner workings.
Would you let somebody tune your car's engine who doesn't know how to pop the hood?
Enthusiasm is good but quite bluntly you do not and have no way of acquiring in the average lifespan of a giant sequoia tree the expertise needed.
I remember acquiring the source code a while ago and taking a look myself but then it was unavailable again. Was that a dream or did it actually happen? I thought the source code was now only available to a panel or something who are collaboratively improving the engine under CJ's guidance.
Changing the nature of AGS into some form of hybrid (Role Playing and Adventure Game Studio) would be cataclysmic, for the community and program; I think it would be nice to modify AGS for your own personal use, but from the gist of your post I think you intend to make such aspirant modifications into some kind version you would distribute? In which case you would have to ask questions to the people on the source code panel.
You can code an RPG (and, for that matter, a tile engine) perfectly well in the scripting system of the current versions of AGS.
Well, "one" can code an RPG in AGS. I think we've established by now that icey cannot.
Quote from: Radiant on Sun 02/10/2011 23:01:54
You can code an RPG (and, for that matter, a tile engine) perfectly well in the scripting system of the current versions of AGS.
Actual work? Are you mad?!
Anyway, I think Icey was using the indefinite "I"...meaning someone else. ¬¬
Even an isometric tile engine, complete with level editor, has already been done. (Colourwise) (http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1061)
And theSquare E... OSD turn-based-combat should be no problem too. It's just a matter of getting a good collection of functions together, bundle them
in their own scripts (or possibly structs for easier acess). You could also benefit from extender functions.
If you need to look up any of the italics, though...
Is this the weekly bash-icey topic? Or have I missed it? :D :D
On a serious note, i believe he wants someone else to do this. I think Khris once showed something rpg-like and awesome. Allow me to search.
Yeah Jim, I think this qualifies for joke of the week :=
Your right I dont have the skillz and I am thinking should I really try it or not.
I was planning to do it my self but if I can take the time to take one of my friends and have them learn how to do it then I should be straight from there.
Also I was only planing to make a edit the engine to use the Cross Assault battle system from PMQ and the Deck command systems from OSD: rise of the spirit. I also was hoping that since both of those would be built inside the engine I could use the them to create new battle systems for different games.
I think I could make a module but it's kinda hard keeping everything in one script. The battles are becoming somewhat easier to make but it would be nice to keep everything sorted in only one script.It would be nice if I could get some help with that part but no one wants to help me there :(
Also Im not asking for someone to make it cause it wouldn't help me with learning how to do it + if khris or monkey made my RPG scripts it would be troublesome cause it wouldn't be made the way I wanted it or needed it unless we have it planed out together.
http://www.youtube.com/watch?v=UxJNRcsGb-8
Go forth Icey!
Skip to 2:40 for EXACTLY WHAT YOU WANT.
I would like to try that but I can't. My laptop won't run it for some odd reason. I always get a error when opening the engine.
Not that I'm one to talk, but how about we make a completed AGS game first before we strike forth on bigger AGS endeavors, shall we?
It puzzles me why you want to add RPG-friendly commands to the AGS engine source code when there are RPG game making engines out there all ready to get your greasy fingers on.
If making RPG games is in your soul, why are you here trying to use AGS? If I wanted to make a game like Final Fantasy or Secret of the Stars (my favorite RPG btw), I would have stuck with RPG Toolkit or RPG Maker.
This community is formed around adventure games, not RPGs. Yeah, RPGs are possible with AGS, but there are engines out there that are dedicated to JUST RPGs.
It would be like me trying to remake The Adventures of Willy Beamish with RPG Maker, or wanting the source code to RPG maker to add adventure game-friendly commands to it because I wanted to remake The Adventures of Willy Beamish with it... why wouldn't I just use AGS or another adventure game authoring system?
Christ kid, use the fucking engine that suits your dreams. You're like a 2 year old trying to fit the fucking square block through the fucking circle.
\\--EDIT--//
By the way, everyone, Calin Leafshade told me in a dream last night that he was Icey.
The reason why I make RPGs in AGS is cause I can have them look and just about do what I want vs RPG maker where if I made a game it would look like FF 1-6. Sure my games are not in 3d like FF 7-14 but at least I don't have to make a game where the player walks on titles instead of just walking in any direction I want.
Also what a odd dream. Did you know? I have this super mega ultimate hat that let's me be anyone I want.
also I might check out that RPGtool kit. Btw, have you guys ever heard of 001 game creator?
Quote from: Snake on Mon 03/10/2011 03:31:43
By the way, everyone, Calin Leafshade told me in a dream last night that he was Icey.
What? He told me in a psychic vision that he was actually Ben304 and that the Ben304 we all know is actually an alien clone of the robot that replaced Calin when he had to return to his home planet to defend his people from the mushroom invaders from the fungus dimension.
Someone is lying to one of us, Snake. And if a cow can't trust his own psychic visions while taking a long, hot, LSD enhanced bubble bath, then nothing in the world makes sense to me anymore.
Also, Icey: You may be aiming a little high for AGS give your abilities at this point. This engine was made for adventure games. And while some of us have managed to squeeze out some surprising horsepower from CJ's masterpiece, it's not something you can do unless you learn to program first. If you're really determined to make an RPG, then given your programming skills at this moment, you might want to consider one of the other engines listed above. They can do what you want with a minimum of fuss as they're made just for making RPGs.
However, if you'd just make a more traditional adventure game (maybe one set in a world that feels like an RPG), you'd find AGS a lot easier to work with. You might even release a proper, finished game. ;)
EDIT: Damn, you posted while I was still composing this rambling response. Ignore everything I just said (you were bound to anyway). 8)
I have 3 games to finish. Once I complete those (which I plan to do) then I will decide were to move on to. I have 3 friends who I am working with right now to plan 3 different games that could be made late next year....but that's another story. :-X
Im gonna take a look a that 001 engine and if it's good then I will use that for my RPGs.
Why you hate on RPGs made with AGS? :-S * feels bad *
On-topic: Icey probably sticks to AGS because of two reasons:
1) The community. The AGS community is one of the nicest and most helpful out there, and it's awesome for that, but it also leaves itself open to 16-year olds with great ambitious words and little else (yes, I include myself in this category as well).
2) The engine itself. Seeing the sort of stuff people do with AGS and how well the UI is organized gives off, at least for me, the feeling of great ease and possibility. However user-friendly it may seem, AGS is not just some random trinket to be toyed around with - sooner or later, your GOING TO hit the scripting side of it, and, IMHO, that's where the engine's true power lies. And that's the genius of it, really, it combines a seemingly simple interface with powerful scripting.
And if you want to do a non-adventure game or, hell, even a more complex adventure game, you'd better get your butt into gear and start coding or shut the hell up. IMHO.
True and funny ;D
It's true that RPG maker games all look & feel pretty much the same once you disregard the custom tiles.
Since we've already established that this is a problem, what exactly is to be gained my implementing the same cookie cutter system and create RPGS?
AGS allows you to implement any RPG mechanic you want. And if you organize it into modules, you can easily re-use everything in another game.
There's absolutely no technical need to put this in AGS' source as opposed to using a module.
I know that one of the bigger hurdles is creating a good menu system to manage items and spells and equipment, etc.
Still, do it with modules.
The other one used to be that AGS doesn't natively support gamepads, but now we have agsjoy.
It's perfectly possible to do Chrono Trigger 2 without messing with the engine at all.
Quote from: LeKhris on Mon 03/10/2011 11:16:57
It's perfectly possible to do Chrono Trigger 2 without messing with the engine at all.
I'd love to see that!
Another not-to-be-sneezed-at engine can be found here: http://www.scirra.com/ (http://www.scirra.com/). It's basically GameMaker with all the bells and whistles, and the somewhat dated "first version" is totally free to use. You get very good graphic abilities AND a simple scripting language. Might be more suited towards action-y games, but still worth a shot.
Snake & Ponch: You are
BOTH wrong. My gluestick told me Icey is CJ.
Quote from: Ghost on Mon 03/10/2011 11:47:35
I'd love to see that!
Google up "Crimson Echoes". It got C&D'ed, but there's a mostly-complete debug build on the internet somewhere.
Quote from: Studio3 on Sun 02/10/2011 18:31:28
AGS with RPG functions an stuff
Hey Icey, I think you're missing a
(http://img812.imageshack.us/img812/3669/immaginezoh.png)
in your title.
LOL Bici. Not to steal Dualnames' fire, but BEST POST EVAAAAR!!
What an odd lookind d....the way it curls up like that from the lower curve....
I think it looks phallic.
Quote from: bicilotti on Mon 03/10/2011 14:29:58
Quote from: Studio3 on Sun 02/10/2011 18:31:28
AGS with RPG functions an stuff
Hey Icey, I think you're missing a
(http://img812.imageshack.us/img812/3669/immaginezoh.png)
in your title.
Eh-um, why yes I fotgot about that. Thank you sir.
Quote from: Studio3 on Mon 03/10/2011 19:00:00Eh-um, why yes I fotgot about that. Thank you sir.
What's with the extra
(http://static.cinemagia.ro/img/db/actor/01/18/73/mr-t-139221l.jpg)
|:<
I pity the fool that uses extra Ts in words.
And I ain't gettin' on no plane, Hannibal. >:(
Studio, the thing is, while a lot of AGS users use the engine for experimental gameplay and interesting mods and proof of concept, you just keep trying to make the engine do something it really was not designed to do. Believe it or not, there is a reason why there are specialiezd as well as general use game engines. Even though you got to know AGS, it's like you found out that a car can go in reverse and then you decide that you always want to drive in reverse and are even planing to turn the steering wheel around so it easier to drive in reverse.
If you want FF7 graphics and higher, you can use anything from Blender game engine, to free version of Unity and A LOT of other engines. RPG maker of whatever is just an example, there a lot of 2d FF style engines out there as well.
Quote from: Ponch on Mon 03/10/2011 19:45:40
I pity the fool that uses extra Ts in words.
...a typo you mind, but saying "no" instead of "know" in the very first post you don't mind?
Quote from: anian on Mon 03/10/2011 19:56:22
Quote from: Ponch on Mon 03/10/2011 19:45:40
I pity the fool that uses extra Ts in words.
...a typo you mind, but saying "no" instead of "know" in the very first post you don't mind?
I'm not really a grammar Nazi. But I can't let a Mr. T. post go uncommented* upon. Everyone knows Mr. T doesn't have time for bad grammar, and when he's around, I can't let him down.
*(See? I'm not sure uncommented is even a word! :D )
Quote from: anian on Mon 03/10/2011 19:56:22
Studio, the thing is, while a lot of AGS users use the engine for experimental gameplay and interesting mods and proof of concept, you just keep trying to make the engine do something it really was not designed to do. Believe it or not, there is a reason why there are specialiezd as well as general use game engines. Even though you got to know AGS, it's like you found out that a car can go in reverse and then you decide that you always want to drive in reverse and are even planing to turn the steering wheel around so it easier to drive in reverse.
If you want FF7 graphics and higher, you can use anything from Blender game engine, to free version of Unity and A LOT of other engines. RPG maker of whatever is just an example, there a lot of 2d FF style engines out there as well.
Quote from: Ponch on Mon 03/10/2011 19:45:40
I pity the fool that uses extra Ts in words.
...a typo you mind, but saying "no" instead of "know" in the very first post you don't mind?
I already know that AGS is not made to make RPGs. I'm not trying to prove anymore that I can make one anymore like before. Also I don't want 3d graphics right now. I want to get a RPG maker that will let my game look how it looks in with and out any battles in AGS. I have no problem how the battles look in the RPG engine so long as I can have my characters be seen on one side of the screen and the same with the enemy. I dislike the battle system for games like Dragon quest & Earthbound so that's why I don't use RPG maker.
It's called frontal view.
Here's a good Idea. If you guys can help me find that closest RPG engine that can make RPGs based upon my given information then I promise to only use AGS to make adventure games.
The thing is, you still don't need to get into the engine to replicate the battle look of Chrono Trigger, or Golden Sun or whatever.
It's very doable using only script commands.
In other words, this topic is pointless since the original question doesn't make any sense.
No one talks shit about Earthbound and gets away with it. No one.
run while you still can
Quote from: LeKhris on Mon 03/10/2011 20:45:00
In other words, this topic is pointless since the original question doesn't make any sense.
It does now. The topic at least.
Quote from: ddq on Mon 03/10/2011 21:00:00
No one talks shit about Earthbound and gets away with it. No one.
run while you still can
I like the game I just cant get into that type of battling.
Also I found a RPG maker called IGmaker which will let me port my games to my 360. I think I will use this cause I def don't need my $100 membership expiring in me with nothing to show for.
Only problem is the 30day trail version is asking me to activate it. There for I might have to ask Dennis to find me a Key or the full product.
Have you considered BUYING your software with your own money?
Seriously- in addition to the legal issues, it IS a motivation. When you shell out hard money for something you're more inclined to learn it, use it, and be productive with it.
Quote from: Studio3 on Mon 03/10/2011 20:33:46
Here's a good Idea. If you guys can help me find that closest RPG engine that can make RPGs based upon my given information then I promise to only use AGS to make adventure games.
Get into tabletop roleplaying. Get to know a roleplaying system, and the math will come to you and you'll be able to program it, since you'll be computing the math yourself with dice as a randomiser. That's the best advice I can give to someone who wants to make an RPG. If you don't know the math behind RPGs, you're not going to make one.
Other than that, OHRRPGCE is pretty good.
Icey, since you seem to be willing and able to code anything and everything and have wide ranging support from some major players in the game developing business, I suggest you drop all attempts at using other people's engines, head straight to the below links and build your own engine.
Imagine: complete freedom to develop whatever you want on whichever platform you see fit! Final Fantasy of Oceanspirit Dennis MMXIV on the DS, PSP, XBLA, PSN, PC, C64, A2600 and P&P!
http://www.cplusplus.com/forum/beginner/
http://www.cplusplus.com/forum/windows/
http://www.codeguru.com/forum/
(I picked links out of preference for C++, but you could try using just C or maybe even Java, like the guy who made Minecraft and made millions of dollars in under a year. Yes, YOU could be running a multi-million dollar operation as a game developer RIGHT NOW!)
Quote from: WHAM on Mon 03/10/2011 23:06:32
YOU could be running a multi-million dollar operation as a game developer RIGHT NOW!)
Order in the next ten minutes and get a free toaster! :D
Quote from: WHAM on Mon 03/10/2011 23:06:32
Icey, since you seem to be willing and able to code anything and everything and have wide ranging support from some major players in the game developing business, I suggest you drop all attempts at using other people's engines, head straight to the below links and build your own engine.
Imagine: complete freedom to develop whatever you want on whichever platform you see fit! Final Fantasy of Oceanspirit Dennis MMXIV on the DS, PSP, XBLA, PSN, PC, C64, A2600 and P&P!
http://www.cplusplus.com/forum/beginner/
http://www.cplusplus.com/forum/windows/
http://www.codeguru.com/forum/
(I picked links out of preference for C++, but you could try using just C or maybe even Java, like the guy who made Minecraft and made millions of dollars in under a year. Yes, YOU could be running a multi-million dollar operation as a game developer RIGHT NOW!)
My own Engine...I never really thought of making such a thing but if I learn how to then I will! I'm going to check those out. Thanks WHAM.
Quote from: Ponch on Mon 03/10/2011 23:12:55
Quote from: WHAM on Mon 03/10/2011 23:06:32
YOU could be running a multi-million dollar operation as a game developer RIGHT NOW!)
Order in the next ten minutes and get a free toaster! :D
But it doesn't include OceanSpirit Bread lol :D
Quote from: Scavenger on Mon 03/10/2011 23:01:05
Quote from: Studio3 on Mon 03/10/2011 20:33:46
Here's a good Idea. If you guys can help me find that closest RPG engine that can make RPGs based upon my given information then I promise to only use AGS to make adventure games.
Get into tabletop roleplaying. Get to know a roleplaying system, and the math will come to you and you'll be able to program it, since you'll be computing the math yourself with dice as a randomiser. That's the best advice I can give to someone who wants to make an RPG. If you don't know the math behind RPGs, you're not going to make one.
Other than that, OHRRPGCE is pretty good.
I already know how to make a decent short RPG. I think I will survive if I just build off what I know now.
Quote from: Ghost on Mon 03/10/2011 22:09:47
Have you considered BUYING your software with your own money?
Seriously- in addition to the legal issues, it IS a motivation. When you shell out hard money for something you're more inclined to learn it, use it, and be productive with it.
I had a summer job and that is how I brought the XNA membership. I dont like spending big money on something I cant keep forever so that one of the reasons why I just OSD everything.
I'm pretty sure WHAM wasn't being serious. Please don't waste your time trying to learn C++.
There's absolutely no way you're going to get even near coding an actual game unless you spend months learning how to code in C++, then months implementing basic engine functionality like saving game data and organizing its structure.
Also, judging from your technical threads, you are simply not cut out to be a programmer. Not everybody is. Please get back to reality.
Implementing complex RPG mechanics in AGS using script commands is about 2.347.856 times easier than coding an RPG engine from scratch. How can you not be aware of this obvious fact?
Quote from: Studio3 on Mon 03/10/2011 23:41:08
My own Engine...I never really thought of making such a thing but if I learn how to then I will!
Keep hope alive, Icey! 8)
I um...didn't know he was joking..... :( :-[
Quote from: Ponch on Tue 04/10/2011 00:38:36
Quote from: Studio3 on Mon 03/10/2011 23:41:08
My own Engine...I never really thought of making such a thing but if I learn how to then I will!
Keep hope alive, Icey! 8)
I would like to give it a shot but now I just lost a lot of confidence in myself from the truth behind Khris's world.
Programming just a combat system from scratch is no mean feat even for an experienced programmer. I'd say that you're at beginner level, and learning the language alone can take a while (time in which you will write very simple test programs indeed). And that would just be one aspect of your "new engine", which would also need things like characters being able to walk on a map, a ruleset for magic and items, save/load feature... and that would just be some BASICS.
See, you don't start learning to program with the most complex thing you can imagine.
If you do, it's bound to end in tears.
TEARS!!!! (http://www.youtube.com/watch?v=EAtBki0PsC0)- you hear me!
That makes sense. I was thinking maybe I could get some of my friends who are willing to help and work on this. Or I could do like Micheal Jordan and have little kids work for me for like $25 a day. That's probably the most messed up thing I ever said but it was still a joke.
Quote from: Studio3 on Mon 03/10/2011 23:41:08
I already know how to make a decent short RPG. I think I will survive if I just build off what I know now.
So far you haven't made an RPG. You've made visual techdemos that superficially look like RPGs. Do you know how RPGs work? Like, could you write down what each stat does and what bearing it has on the battle system? There's a lot more to them than "Turn based, people's numbers gets reduced each turn". Do you know how an rpg plays, behind the scenes? Without this knowledge, you're not making a game.
AGS is more than capable of creating an RPG. You could implement Call of Cthulhu, Dungeons and Dragons, GURPS, or even FATE or FUDGE into AGS and have a workable RPG system without breaking your back on complex programming (so long as you don't have a grid system). It might take a while, but it's possible, and I can think of several ways to do it.
I don't think you know how RPGs work, otherwise you wouldn't be asking so broad a question. You don't need C++ or XNA or any kind of fancy thing to create what you need. You need the right knowledge, and that knowledge can only be attained by studying the progenitors of CRPGs, not the CRPGs themselves. Don't be arrogant in thinking you know everything you need to know - you have only scratched the surface of RPGs, you must go deeper!
Doing an RPG without the right knowledge is like making a war film without knowing anything about wars except for "Saving Private Ryan". You don't create a good war film, you just create a shallow, bastardised imitation of "Saving Private Ryan".
RPGs are one of the most complex game types you can create, and if it isn't done correctly or in a consistent, balanced way, you end up with an unplayable mess.
Forget limit breaks, forget fancy levelling up skills, forget licences, forget fancy job systems and summoning and everything you've played from those thrice damned Square Enix titles.
Just find a tabletop RPG, and
play it. Read the rulebook, and transfer the knowledge to AGS. It'll give you all the math you need, crystal clear in black and white, with initiative and combat resolution all laid out for you.
I recommend:
http://www.theredboxblog.com/wp-content/uploads/2010/09/dd-bbox.jpg
Since it's incredibly basic.
Incredibly. Someone else might suggest a more modern one that's more streamlined, but this is where RPGs began, really. It's the base of Final Fantasy. It's the Ur-RPG.
Until you know this, and how RPGs evolved from this, you know
nothing about RPGs. And don't contradict me, since the most successful RPGs have built upon tabletop roleplaying knowledge. Even your Final Fantasy. This is indisputable.
Sure, you can design an RPG if you want. Just know what an rpg
is before you start.
Didn't even DnD switch to a sort of grid system in the newest editions? I'm not sure since I still haven't played DnD (it's not actually that popular around these parts and it is really hard to find somebody and make them show you how to play after you read the books).
Anyway, indeed studying systems from tabletop RPG is essential...on the front of internet there's loads of stuff to search and explore, and this is just the tip of the iceberg:
http://www.devmaster.net/articles.php
http://www.gamedev.net/index
http://en.wikipedia.org/wiki/Role-playing_battle_systems
http://en.wikipedia.org/wiki/Category:Role-playing_game_systems
http://en.wikipedia.org/wiki/GURPS
Who know's might give you inspiration for a new system and one day Square will implement it into their games.
Huummm, I'm gonna check this out.
I found this: http://www.giantbomb.com/conditional-turn-based-battle/92-2432/concepts/
Right. Did you read what Scavenger wrote? What you found is a short overview of different types of battles. How is that of ANY use to you?
Let me give you an example.
-Male Chrono Trigger character's physical attack value: (PWR × 4/3) + (weapon's attack × 5/9)
-The Dark Eye (German RPG franchise) uses attributes like this: 1D6 + 4. In this case the weapon's attack value each round is determined by adding 4 to the result of throwing a six-sided die.
If it's your character's turn to attack, you throw a twenty-sided die. If the result is less or equal than your character's attack value, you get to "pass the test". A successful attack consists of your character passing an attack test and the enemy failing a parry test. Now, the weapons attack value is decreased by status effects and the enemy's armor, then the result is subtracted from the enemy's health points.
*This* is a basic battle system.
In other words:
Pseudo- if (player.BaseAttack < Random(19) + 1) Console.AddLine("Your attack misses!");
else if (enemy.BaseParry >= Random(19) + 1) Console.AddLine("The enemy parries your attack!");
else {
attack = player.weapon.GetAttack();
if (player.tired) attack--;
attack -= enemy.armor.GetValue();
if (attack > 0) {
enemy.HP -= attack;
Console.AddLine("You hit the enemy, doing a damage of %d!", attack);
}
else Cosole.AddLine("Your attack was too weak a didn't do any damage.");
}
This is what an actual battle system looks like on the inside, not subtracting 50 every time a button is clicked.
Yup. And now try to recode the Pokemon battle system, with its dozen+ of elemental types and roughly 500 mons...
And stats.
And weather conditions.
Ooo, and the breeding code.
Oh yeah, and the actual GAME framework around that.
You found the TIP of the iceberg. See it loom?
[edit]
I think we can agree that we've established the fact that it can take a TEAM of PROFESSIONAL programmers several YEARS to get a good game engine just FUNCTIONAL.
Carry on.
[another edit]
I really do NOT want to sound like a complete snaker here. I appreciate enthusiam, and I think many stood where you are right now. With editors and information readily available, you may think that "it can't be hard" to create your own systems, your own engines, your own tools. I can remember how thrilled I was when I found toolkits like GameMaker, RPGMaker, AGS and even the (at its time) top notch "Klik''n'Play". You think it's going to be a piece of cake. But really it isn't. Even being able to code well isn't the same as being good at coming up with a functional RPG system. Some people can write code like nothing but lack the talent to get such a system right. Lots of people can do good artwork but can't even program their video recorder. Combining in one person the ability to code well, do graphics, and being a rule-crafter... now that's rare.
LeKris: "Dark Eye"! That really brings back LeFond LeMemories!
@khris: I read what he said my reply went to him and ghost. And I see what you mean.
@ghost: I never knew it was that hard to make a Pokemon game.
Quote from: Studio3 on Tue 04/10/2011 11:07:36
@ghost: I never knew it was that hard to make a Pokemon game.
Which (sorry) just shows that you do not seem to understand the mechanics of a role playing game. As Khris showed, even simple attack/defense/damage can be quite complex: You do NOT want to have each attack deal the same amount of damage each time, and you do not want each attack to hit (or miss). You have to take into account every attribute and variable you're about to use. And you have to test and balance that.
Now let's say you just go for mundane weapons, and just two types (swords and bows). Implement it, check, then test and balance it. Check. And then you think, hey, let's have a weapon that deals ICE damage. That's another factor that directly affects every other aspect: Can you counter that? Is armour a protection? Does an attribute enhance or dampen it? And each time you add another feature, it's again to be tested and balanced against every other already implemented feature.
Just for fun:
(http://i.imgur.com/xTSrF.png)
That's how experience gain is calculated in PKMN Black/White. And yes, that is SIMPLE math.
Oh my.
Icey, what did you think where all those numbers in the stats menu pages in RPGs came from? Are you really this oblivious to even basic RPG math?
To conclude this sad episode: you don't need another engine. You need lots of coding practice and you need to get yourself some tabletop rulebooks to get a grasp of the basic concepts.
In the meantime, why don't you improve your general game making skills? Your MAGS has all kinds of gameplay flaws, unclear exits being a prominent one (not to mention the impossibility of uncrossing your eyes far enough to actually see the 3D effect).
What Khris said, and what Ghost said.
I've tried developing a small RPG style system for a browser based strategy game with a friend of mine and after 6 months of making plans and forms, it is nowhere near balanced or functional, or even close to its goal of scaling in a balanced manner.
Open up a Final Fantasy game, look at the status screen of a character, make note of how many stats there are and then understand that what you see, every single number, has a meaning and a purpose. In Final Fantasy games that purpose is often obscure and minimal and you can hardly affect it, but it is there and a bunch of people put countless hours of work into making it WORK.
There are no shortcuts here. I think there are guides out there on the internet, but even with them you need to LEARN how to interpert them, how to modify and implement them in a meaningful way so that they create gameplay and excitement. Like, in a game.
EDIT: I do have to admit that Icey's attempts have encouraged me to make an attemp at developing and RPG with AGS some time in the future. so thank you, Icey, for doing at least something good for me. :)
Quote from: Studio3 on Tue 04/10/2011 11:07:36
@ghost: I never knew it was that hard to make a Pokemon game.
Then this will blow your mind:
http://www.d20srd.org/ (http://www.d20srd.org/)
Left column only. In an RPG, designed to be calculated by humans, there's hundreds of hours of work balancing classes, magic, races, monsters, special abilities, magical items, and different environmental effects. And still it isn't 100% perfect.
The core is relatively simple, roll d20, add your modifiers. Is the result higher than the target number? Then you pass. Is it not? Then you fail. But the devil is in the details, and the conditions under which you have the modifiers.
And this is just basic, raw mechanics. Implementing them in a way that makes it fun for the player is a whole other level. RPGs are hard to make. They are
hard. When they work, they're excellent. When they don't.... they suck worse than any other genre, because you lose cohesion over what's going on. At least a bad shooter plays like a shooter. A bad adventure game can still be completed, even with dead ends and walking deads et al. A bad platformer isn't fun, but is still technically a platformer and you can see it's flaws right there laid out at you. Bad jumping, bad collission detection etc etc.
A bad rpg? Poorly balanced or scaled or implemented? Is not a game at all.
I think we scared him now, and we haven't yet have talked about Diablo 2's Random Item Generator.
Quote from: Ghost on Tue 04/10/2011 11:22:40
As Khris showed, even simple attack/defense/damage can be quite complex: You do NOT want to have each attack deal the same amount of damage each time, and you do not want each attack to hit (or miss). You have to take into account every attribute and variable you're about to use. And you have to test and balance that.
But those are exactly the decisions I made in OSD: Archipelago Adventures! Every weapon does 1 point of damage! Are you saying that my OSD opus isn't a real RPG?! >:( ( ;) )
Quote[another edit]
I really do NOT want to sound like a complete snaker here...
Watch it, Pal...
@Ghost & Khris: I am aware that is is a lot of determining how things work in a RPG. I also have things set up so I will be able to work with it. I try not to add anything like buffs and stuff to my game cause that is also something that will constantly need test.
@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.
@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.
My 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.
I 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.
Quote from: Studio3 on Tue 04/10/2011 20:44:55
My 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.
I 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.
What you describe is not an RPG, it's just a hollow shell of a game that is made to look slightly like an JRPG game. Have fun making it, I don't think anyone will have fun playing it in that form. If there is no character developement and no leveling up and no stats like STR, DEF, DEX, INT etc, you can just as well skip the fighting altogether and just have the characters walk from place to place, talking and doing all the fighting in cutscenes. Why make the plaer bother with the clicking if the game can be automatically beaten by "having enough potions".
I've lost hope in this project of yours. Fare thee well on your journeys!
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.
@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.
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?
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.
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.
tvTropes to the rescue.
http://tvtropes.org/pmwiki/pmwiki.php/Main/CompetitiveBalance (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.
Since I am not able to offer technical help
(but nontheless want to participate)
I found something else, that might be useful for Icey ;)
(http://emoticoner.com/files/emoticons/smileys/need-more-comments-smiley.gif?1292867641)
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.
Well that sounds nice. I will recheck out rpg maker. Thanks for the info Zyndikate.
I give up. You have broked my teh spirits.
(http://i.imgur.com/yB9rf.jpg)
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.
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
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/
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
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?
@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.
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.
What I mean is pro/cons of RPG maker VX vs XP
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.
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
And it can port to XNA and android too! I can play PMQ or OSD on my phone at school on my free block! :D
Googling for "engine for making rpg" gave me among others these links:
http://en.wikipedia.org/wiki/RPG_creation_software (http://en.wikipedia.org/wiki/RPG_creation_software)
http://rmlist.rpgsource.net/ (http://rmlist.rpgsource.net/)
http://rpgdx.net/showcategory.php?cat=6 (http://rpgdx.net/showcategory.php?cat=6)
I have no experience with any of the engines mentioned there, so don't ask me about 'em, but maybe you'll salvage something useful from there.
I seen that wiki list before and I found a lot of things that I could use but did not like.
All this past weekend I've been at work. I've managed to nab the occasional "toilet break" to sneak a post or two in, but holy bloody hell if this thing hasn't already exploded to five pages and I haven't got a single word in yet.
8)
Icey, kid, listen. You need to settle down a bit. I don't think even just changing to an RPG engine is going to be enough. Look at your history of "games" that you've released. Half of them are marked as demos, and even those that aren't either feel so incomplete as to justify being called a demo, or are so far broken as to make themselves unplayable anyway. That's pretty much the reason people keep talking about you making a "complete" or "finished" game "first". You've released dozens of things here, but none of them feels like a properly completed project. It seems to me that you've gotten so caught up in all the ideas you have, that you can't take the time to finish one project before you start on the next.
I can't say that I wasn't there once. I, at one point, had something in the way of 10 LucasArts fan remakes, demakes, and sequels, all simultaneously "in-the-works". You know how many of those ever saw the light of day? Exactly zero. One of my fan sequels had a tech demo once, and I did make IWWHIIWWHITOMIROTPG: The Game!, but those were drastically different projects, with literally years between them. None of my other projects that I was working on at the time ever survived simply because there wasn't enough to constitute releasing them.
Sure, you're passionate about these games, and you want to make them, but seriously, you need to stop, stop, stop making multiple projects simultaneously. I don't mean later, I mean now. All it's doing is making everything you release take a 1D8+50 to the face, and wouldn't you know it if your games' collective DEF is only at 2!
I think using RPG Maker would suite you very well, but that's not the biggest issue.
Regarding the battle statistics, I think once you've made something in RPG Maker, you'll be able to see how each of those stats work together to create a playable experience. I don't have some great passion to design an RPG. Hell, I've barely ever released anything that could even be called a game. But when I was making OSD:OCD, I understood enough about how battle statistics are supposed to work together, that I put extensive time and effort into the battles. I didn't base it off of any serious table-top game or anything like that (although I have played some, and quite enjoy them when I have someone to play with). I came up with a bunch of random nonsense just for the sake of having some battle stats, but I actually applied that random nonsense. If you look around the game scripts (which I know how much you've enjoyed digging around in my game to implement your changes), you'll find that I've done things like basing the attacks off of a 3D10 roll. What's that all about?
The magic spells were pretty much static I think, but the actual attack code involves a random variant applied to the Oceanspirit's attack level, reduced by the opponent's defense level. You yourself said that you've never thought of including a DEF stat in your games. Wait, WHAT? How do you make an RPG without one of the most basic of all stats?
Anyway, my biggest advice to you is just to settle down with your production goals. Set one specific goal for one specific project, and even if you miss the goal, see the project through to completion. Doesn't matter how long it takes you. Take time, and learn from your experiences, and maybe you'll be able to create a truly quality product. And RPG Maker for RPGs. AGS for AGs.
My advice is that, since rpgmaker V or XP would be ideal for the type of games you seem to really want to do, go to their forums and ask for help getting rpgmaker working on your pc -- unless I misunderstood your earlier post where you said it was giving you an error.
Instead of walking away from every little roadblock, try surmounting one with a little effort, education, and time. I'm sure your problem has a solution on the internet, or, your dad can probably figure it out for you.
Do I think rpgmaker is a perfect engine? No. But there are scripts out there that are freely available to turn ANY version of rpgmaker into side battles, time-based battles, chrono trigger battles, Secret of Mana battles, and so on. The scripts are out there, demo'd on youtube and waiting for you to make something with them.
Instead of sitting in a forum constantly looking for easy answers, set your sights on a single goal and seize the fucking day.
Quote from: ProgZmax on Wed 05/10/2011 10:03:28
My advice is that, since rpgmaker V or XP would be ideal for the type of games you seem to really want to do, go to their forums and ask for help getting rpgmaker working on your pc -- unless I misunderstood your earlier post where you said it was giving you an error.
You know, based on passed Icey experience, last night I acted like his own personal helpdesk service (actually I was just checking out RPGMaker) and came upon this on their very own FAQ page, where I think there's a solution he hasn't probably checked:
Q: I have installed RPG MAKER VX, but it won't start.
A: Aside from installing the software itself, you must install "RPG MAKER VX RTP", which contains data necessary to create games using RPG MAKER VX. Install it by choosing "RPG MAKER VX RTP" from the installer screen.
or this little jewel:
http://www.rpgmakerweb.com/support/faq/226
QuoteDo I think rpgmaker is a perfect engine? No. But there are scripts out there that are freely available to turn ANY version of rpgmaker into side battles, time-based battles, chrono trigger battles, Secret of Mana battles, and so on. The scripts are out there, demo'd on youtube and waiting for you to make something with them.
This, this and again this.
I used to be a major jRPG fan something like 15 years ago. I've spent hours over RPGMaker2k and even though it was really limited compared to the newest versions of the engine, I was still able to script a Chrono Cross style menu and a turn based battle which looked nothing like the default combat system. And I had a lot of fun doing so despite being a total scripting dummy.
Add the ready-to-use scripts and modules, vast selection of tutorials and resources and a community (yes, AGS is not the only engine with a community and forums) that's actually interested in the type of games you want to make, and you'll have the PERFECT environment for making your dream game. And if you actually make use of all those ready-to-use resources, you might even save yourself enough time to think about game mechanics and storyline, something that's dramatically lacking in all your game attempts. Read this whole topic again and what people keep pointing out, they are doing their best to help you, not to turn you down.
I know know know one is trying to turn me down but I guess the way I speak sometimes makes me sound like a whiny brat wait for someone to just do all the work for me.
Also I have found out how to fix the problem, yes I needed to download the RPT however now I need a bigger resolution.
Now the fix for that is my other monitor or my TV. I think I will use my TV though.
Also just curious. I Since I can't just stop my games in the middle of production. If i still need help here and there based on the battle parts are you guys still willing to help me?
Stop your games in the middle of production. Pick them up,
one at a time, and
finish them (ONE AT A TIME!!). And sure, we'll help you.
By the way, unless you're referring to a 1080p HDTV, I wouldn't recommend using a television as the refresh rate is significantly lower than a computer monitor's. I'm not sure what the exact refresh rate is for this particular TV that we're using, but it is a "full HD" set and it works fine as a monitor, but older sets might not work as well.
Quote from: Studio3 on Wed 05/10/2011 21:19:19I know know know one is trying to turn me down
Really? I "know know know" for a fact that you didn't confuse the spelling of these words this way accidentally. Not in direct succession like that. "Know know know" one is that illiterate.
My takes on translation are:
"I now know no one"
OR
"I know no one" (with the second "know" being a legitimate and accidental typo)
Cool. I'm only going to work on one at a time cause it's to hard to do remember two different Command systems and stuff.
So I will go with the monitor. Also I found out the trick is to load the program in the monitor the detach it and the program will work on the laptop with out the need of a monitor.
As for that type-o(hehe type-0) I guess I was thinking a little bit way to hard.
Quote from: Studio3 on Thu 06/10/2011 00:18:53a little bit way to hard.
That's also quite the blooper, but the other one's simply too good. Signature'd.
Quote from: Studio3 on Wed 05/10/2011 21:20:45
...are you guys still willing to help me?
Are you seriously asking this question?
Oh hey lookey here!
http://www.youtube.com/watch?v=KYF6IXTUSC4
http://www.youtube.com/watch?v=UZ5umwfoYH4
Both of these were made in RPG maker (See how wonderfully maellable they could be?), Go to *those* RPG MAKER forums. "Please please please".
I mean when I am using AGS. Like I said I still got stuff to finish and there maybe a time where I need help with the RPG side of the game.
Quote from: Studio3 on Thu 06/10/2011 10:58:50
I mean when I am using AGS. Like I said I still got stuff to finish and there maybe a time where I need help with the RPG side of the game.
Could you hear the face palm from there?
If you need help with the RPG side of the game, ask on an
RPG forum... you know, where they share your same interests because THEY'RE making RPG's TOO?? ::)
When you decide to make an ADVENTURE GAME we will be MORE than happy to help you out with it, I promise. I'll be so happy that I'll jump up and click my heels, followed by a somersault. Hell, I'll even skip rope while rubbing my stomach and patting my head.
PS
Dan (ShiverMeSideways) is working on a dugeon crawl RPG sort of damn thing that I don't entirely understand, but I can tell already that it slaps the cat's ass and is SURELY something you could use down the road.
\\--EDIT--//
I just realized that you mean when you need help scripting RPG shit in AGS. Gah.
In any case, IceMelt, my post is still relevant for future use.
Quote from: Snake on Thu 06/10/2011 15:13:57
I can tell already that it slaps the cat's ass
Hey! Don't touch my ass!
:-[
Oopsie?
This is how sexual harassment lawsuits happen, Snake. :=
Quote from: Studio3 on Thu 06/10/2011 10:58:50
I mean when I am using AGS. Like I said I still got stuff to finish and there maybe a time where I need help with the RPG side of the game.
No, no, no...no. Stop right there. The "RPG side of the game" is where all your problems live. You're trying to fit a Icey-shaped peg in a non-Icey-shaped hole. If you insist on telling your stories (yes, I really typed that) in RPG form, then stop walking the AGS highway. That way lies only disappointment and hideous self-doubt. Make them in RPG Maker, and save yourself time, energy, and insults.
If you must, absolutely
must use AGS to make a game, try and make one that
doesn't revolve around combat, stats, and leveling up. It's not that unusual, and apparently thousands of people have done just that! You could be one of them! Imagine!
I have already stated(I think) that after I finish my two games then I promise I will not make anymore RPG games in AGS. However I will use AGS to create some adventure games that I had in mind.
Quote from: Studio3 on Fri 07/10/2011 00:01:31
...However I will use AGS to create some adventure games that I had in mind.
However, I want you to prove this. Make one. Start now, because I don't think you can or will. Did I just type THAT? I did.
Ill take your on challenge! However I can't start working on it full time for a while however it only takes me few days to actually put together something small hence some of my games, 1 example being Gearblade.DX
If you stopped working on your AGS games with RPG elements right now you might find the time. (hint, hint)
Quote from: Nacho Libre (http://www.youtube.com/watch?&v=SKn-I95xroQ)(nudge-nudge, hint-hint, little nudge, big hint, little hint, little nudge, little hint)
You could always just re-design your ags games in rpgmaker. From the sounds of it you haven't made enormous progress to warrant sticking it out.
I couldn't possibly do that as I really don't have the patience to remake anything unless I really really really want to. Also there are a few things I don't like about RPGmaker vx compared to AGS. 1 being the way you set up character views.
Fair enough. I can't really argue that point as I think the interface for rpgmaker is pretty shitty overall, and CJ did so many things right with the editor side of AGS. It really is my favorite design interface of all the 'game makers' barnone.
Quote from: Studio3 on Sat 08/10/2011 21:30:05
I couldn't possibly do that as I really don't have the patience to remake anything unless I really really really want to. Also there are a few things I don't like about RPGmaker vx compared to AGS. 1 being the way you set up character views.
That's a part of the learning experience. Wanna talk about horrible interfaces? I've tried 3D modeling many times, and have been discouraged by the interfaces of most programs, Blender being the main culprit.
When I first was told about AGS I was also told about Blender. So I downloaded both and when I opened up AGS I seen how organized everything was and it seemed really simple vs things like Game maker and RPG maker. However I was planning to learn 3D first but when I seen how blender looked I quickly switched back to AGS.
I guess that sums up why I wanted to use AGS :)
I just have to jump in and point out that Blender's interface has been totally redesigned in 2.5, and I think it's a lot more user-friendly. (It still uses right-click to select, but apart from that it's a real improvement.)
Yeah, but what if we could get Icey one of the older AGS versions with an intact "Make my game" button?
Sorry, this thread is too good to miss. Ponch, no more gluesticks for me. I do POPSICKLES now.
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Did I kill the thread? Noooo!