![]() ![]() That being said, the newer versions of RPG Maker seem to offer up a lot more options when it comes to customization. The problem is that without changing these systems it feels like a "generic" game, because then the only thing separating it from the thousands of other games is the art and story. The biggest strength of RPG Maker is also its biggest weakness: It provides a pre-built implementation of a lot of the standard JRPG staples such as movement/tilesets, combat, party system, conversation, and inventory. Comments and suggestions are welcome, thanks in advance :) Sorry if it's not clear, english is not my first language. I hope you guys can help me, or even just point me in the right direction. This is the part that I'm having a lot of trouble with. For example, it will never have an Exit that doesn't connect anywhere, or, say a Room with a South Exit leading to a Room without a North Exit. Room configurations can repeat per Maze.Ī Maze always starts with a Room with a single Exit.Ī Maze will always be self-contained. This leaves me with 14 room configurations (Exits on N, E, S, W, NE, NS, NW, ES, EW, SW, NES, NEW, NSW, ESW). Only one Exit per direction- North, East, South, West. Here's the limitations that I'm working with:Ī Maze can have three types: a short one (6-12 rooms), a medium one (9-15 rooms) and a long one (12-18 rooms).Ī Room can have one, two or three Exits (there's no rooms with four Exits). Unfortunately, I only have Rooms with Exits (doors?), and I can't choose where to put "walls". Second, I'm having a bit of trouble finding a Maze Generation Algorithm, since most of sites i come across is talking about walls, doors and rooms. I'm also using Visual Studio Code alongside it, since the event system wasn't quite good enough so I'm injecting Javascript into it via the plugin system- if I'm not mistaken, the last version of RPG Maker can also do this but using Ruby. I'm using it because real life is getting in the way right now, and I wanted to start developing this game idea I had using the easiest method. I have to admit, at first it felt like a toy- not an IDE at all. It contains 10 pieces of BGM that are perfect for event scenes, taverns, and town productions.I have two questions for you guys here at /r/gamedev, I hope you guys don't mind :)įirst, what are your opinions on using RPG Maker (which ever version I'm using MV via Steam) as a game engine? "Mystic Tavern Music" is a collection of medieval fantasy-inspired music. It contains 103 pictures that are perfect for displaying items in weapon shops, armorshops, and miscellaneous shops, as well as for displaying key items. "Weaponry and Tools Collection 100" is a collection of pictures of items that are useful for production. It contains unique materials such as fountains, statues, and large dragons, and can be paired with the simultaneously released "Pixel Art Pack 1" to further expand the theme. ![]() "8 Bit Stories - Pixel Art Pack 2 is an 8-bit game-style tile set. It contains unique materials such as camels, magic lamps, and palm trees, and can be paired with the concurrent "Pixel Art Pack 2" to further expand the theme. ![]() "8 Bit Stories - Pixel Art Pack 1" is an 8-bit game-style tile set. The tilesets are ideal for expanding your map design, such as an entrance to a closed dungeon, a stained glass door, or a door to a hall where an enemy boss awaits. "NATHUHARUCA Door Tilesets 2" is the second collection of tilesets based on the theme of "doors. This week, three tile set assets, picture assets for items, and a collection of music assets are available! ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |